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  #3471  
Old September 9th, 2003, 11:52 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
Why not replace it with something useful?
'Cause nobody starts with "Lucky" and the cost is the same.

All the other 1000 points traits (except maybe "mechanoids") are already assigned to at least one race that has "natural merchants" as I recall.
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  #3472  
Old September 9th, 2003, 11:56 PM
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Default Re: Babylon 5 Mod

There are a lot of 1000 point traits. It would be more beneficial to just increase the characteristic bonuses the race has than giving them Lucky.
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  #3473  
Old September 11th, 2003, 12:17 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
There are a lot of 1000 point traits. It would be more beneficial to just increase the characteristic bonuses the race has than giving them Lucky.
Oh, no doubt. I just used the simplist solution, not the "best."

If you really want to have the system make sense, you have to re-write a few things. If you want to make it work in the shortest time, use the "grumbler solution!"
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  #3474  
Old September 16th, 2003, 10:57 PM

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Default Re: Babylon 5 Mod

Hello all

well it's been 4 months since i Last posted about the b5 mod. Infact i haven't seen anything on it's development in that time. (Damn those A-levels and summer job and sorting the forms out for uni!)

Hopefully you still remember me.

Right whats happend then in all this time, has there actually been any complete updates to the mod or are we still stuck at squre one?
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  #3475  
Old September 16th, 2003, 11:31 PM
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Default Re: Babylon 5 Mod

Square one... the mod team sort of dissolved after Val dissapeared the Last time. Some people (such as Timstone) are working (slowly) on other Versions of the mod, but no real work has been done to update the Val-created mod.
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  #3476  
Old September 17th, 2003, 02:30 AM
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Default Re: Babylon 5 Mod

I really think we need another forum to post the mods we want others to look at.

The game I am playing right now is heavily modded, for my own amusement, but frankly I don't want to go through the hoops needed here to post them, because you cannot keep track of them with the non-descriptive names.

Anyone have suggestions? I think this is the best place to keep all comments (despite the really awkward format) but not the best place to keep the mod suggestions (i.e the files).

[ September 17, 2003, 01:32: Message edited by: grumbler ]
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  #3477  
Old September 17th, 2003, 02:50 AM
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Default Re: Babylon 5 Mod

I might be able to set something up on SpaceEmpires.net.
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  #3478  
Old September 18th, 2003, 03:56 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
I might be able to set something up on SpaceEmpires.net.
Good. I have signed up.

When mods become somewhat "official" we can post them here, but what I would like is someplace to post just bits of a mod so others can see/comment-on/playtest them.

[ September 18, 2003, 14:59: Message edited by: grumbler ]
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  #3479  
Old September 18th, 2003, 03:59 PM
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Default Re: Babylon 5 Mod

What ever happend to VAL? He started this thread, a monster thread by all rights, and poof, he dissappeared. Where in the hell did he go?
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  #3480  
Old September 18th, 2003, 08:28 PM
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Default Re: Babylon 5 Mod

Some people (such as Timstone) are working (slowly)

Sorry people. I'm currently busy designing a complete production line for ceramic heaters. Unfortunately it's taking up quite some time (like work always does). But after the message of Grumbler on this thread, I started actively working on the next Version of The Mod again. I must admit that all the work, my relation and the like took a bit too much time. It really mean I could play the games I wanted anymore. But with a new way of living (less work, hehe) I can do all the things I would like to do and contiue work on The Mod.

*Croud goes wild!*

So thanks again for the cheers and little Messages I got from several persons. I really appreciate it.

Oh, how would you all feel about three small pics of transports I made earlier? I decided I couldn't implement them in a particular race, so they're left overs. If you all are curious enough I'll post them. Grumbler might have seen them already, I'm not sure.
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