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  #311  
Old February 21st, 2002, 07:42 PM
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Default Re: Babylon 5 Mod

Keep up the good work! B5 rules.

Question on jumpgates. Is this something the computer AI will use too?
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  #312  
Old February 22nd, 2002, 12:04 AM

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Default Re: Babylon 5 Mod

I guess the AI might be able to use it, but then how do you tell it to self destruct it after opening the gate. I made it pretty expensive to build a gate - since it seemed to be a rare event in the show. I also included a few events that can create/close random gates just like wormholes.

The images for the torp weapons are done (including the Narn E Mine) and I am about 75% done with the weapon Techs. Armor pics have also been added. With any luck, I should be posting updates this weekend for new component pics and data files .
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  #313  
Old February 22nd, 2002, 01:42 AM
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Default Re: Babylon 5 Mod

"I also included a few events that can create/close random gates just like wormholes."

How are those described? Civilian construction/industrial accident?

PS: Checking the latest data files on the B5 mod site;
In Tech area, fission research through hyperspace tap research.
Those would probably sound better as "Fission Utilization" etc. Just because its an applied tech, and we aren't researching how to research fission reactions .
A simple search-replace idea.

"Universal cure for most plagues, more advanced than any medical science known." You won't be able to see the description until you discover this ruins tech, so the description should probably read "more advanced than any other medical science known."


Scanning the components, I noted some possibly problematic components, WRT armor. Armor has 10/25/50 hitpoints at the base level, increasing only a little bit in sheer strength as tech improves.

"Name := External Launch Catapult II
Description := External storage and launching catapult designed with Drazi Super Heavy fighters in mind. Armor has been added to the mount making it less vulnerable."
Tonnage Structure := 30/35
This may be too low, if you really want them to be "external", then they should be up near 50.


Name := Molecular Slicer Beam V
Tonnage Structure := 104
Name := Spinal Laser III
Tonnage Structure := 81
These two are quite high, although if that slicer beam is the shadow slicer beam, then the advanced armors may be sufficient to give it reasonable protection. Those spinal lasers are going to be quite vulnerable, though that may be what you intended.

PPS: Working on armor right now...

[ 22 February 2002: Message edited by: suicide_junkie ]

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  #314  
Old February 22nd, 2002, 04:51 AM
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Default Re: Babylon 5 Mod

Taking much longer than expected, but
CANADA wins GOLD! Yay!

Techareas for basic armor
Full Structural Supports components

I'm setting it up so that armor research splits into three areas (for a 3D matrix of components )
Armor Physics - constructing stronger armor.
Armor Manufacturing - reducing cost of each armor plate
Armor Engineering - Allows heavier armors (light->medium->heavy, more absorb%)
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  #315  
Old February 22nd, 2002, 06:03 PM

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Default Re: Babylon 5 Mod

SJ:

Excellent to hear from you and congrats on your Canadian Gold (and again on narrowly beating our chick hockey team).

The descriptions for the new/dead warp points follow the B5 universe. They announce that a new signal has been detected in hyperspace and a few turns later the beacon becomes active on an ancient gate that had been deactivated. The other one has a failure in the jump gate system which causes a catastrophic collapse (say that ten times fast).

I like the "Utilization" idea, will change as I add the other techs - but hey, at least fission and fusion are spelled right

Good call on the Universal Cure as well. You did notice that all the other plagues and med bays stop at level 4 now? Even the event plague will only go to 4.

I expected some issues with the components - since I wasn't sure what the values were going to be for sure.

The external launch cat II should actually be below 50 - to help represent the fact it is armored - less likely to be hit, correct? While the Cat I should be 50 as you said. The spinal laser should be pretty vulnerable - as it runs the length of the ship, giving a huge oppotunity to be damaged. The slicer beam should probably be lowered in struc though.

Just d/l'd the armor - can't wait to look at them later tonight.

I will send you the weapons (and everyone else who is interested) this weekend to check against the armors if you like.

Finally, do I need to add the structural stuff (the empty hexes) to the image mod?
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  #316  
Old February 22nd, 2002, 06:18 PM

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Default Re: Babylon 5 Mod

Actaully, would it be better if I set all weapons in each class/size to the same struct ton?
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  #317  
Old February 22nd, 2002, 06:39 PM
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Default Re: Babylon 5 Mod

The hitpoints should be mostly based on
- depth in hull
- component size

With two weapon Versions, the same size, the mature-tech one should probably be the same, or very slightly weaker (harder to hit)

Prototypes can be given more hitpoints to reflect the fact that they are easier to destroy.
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  #318  
Old February 22nd, 2002, 08:35 PM

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Default Re: Babylon 5 Mod

Just to make sure I am following the armor struct points:

Things that are externally mounted should be around 50+

Things that are easy to knock out (do to size and complexity) should also be 50+

Most weapons should fall between 15 and 50 - with smaller and more sturdy weapons on the lower end and with easily damaged weapons on the upper scale.

By default a Proto-Type should be a little higher and an Advanced-Type should be a little lower (guessing that it doesn't transend an armor level 10/25/50).

Most internal components (sensors, crew, etc.) should be 5-15 with the safest components on the low end.

Engines should be on the higher end closer to 50, while Reactors should be more around the 10-25 range.

Is all this correct?
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  #319  
Old February 22nd, 2002, 09:16 PM
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Default Re: Babylon 5 Mod

Yep. Except for the "transend an armor level 10/25/50" idea...
The armor protection % is quite fuzzy, since we still have somewhat random hit calculation. The low hitpoints of the light armor is partially made up for by the fact that there are so very many of them.

It is probably best to view the chance to be hit as a smoothish curve from 1 to 100+ hitpoints. Upgrading armor from light to heavy bumps up the absorb %, but not by an overwhelming amount.
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  #320  
Old February 22nd, 2002, 09:29 PM

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Default Re: Babylon 5 Mod

Want to make sure I got this, is an item with 50 adu more/less likely to be hit than an object with 25?
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