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  #341  
Old February 27th, 2002, 05:13 PM

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Default Re: Babylon 5 Mod

IF:

Could you send me info on SpacePorts?

SJ:

A mirror would be nice, gives people more options on where to go

Yeah, working on a different background, I want to do a wiremesh schematic of the station - something that looks like a blueprint. Anyone got anything?

Also, will post the new data files and the Shag'Toth on the site later today if I get a chance - today is shaping up to be pretty busy!

Finally:

I have the updated all the weapons, worked up their families/Groups, added correct picture numbers (there are still about 29 blanks for weapons I am working on), added some sounds, added all technologies required and fixed some typos. Also, you may notice some of the tech area req have a *, 910 or multiple racial names, those are just reminders for me that that particular weapon is unique to more than one race or that only the specified race can achieve the advanced Version of the weapon (910). I still need to make the costs, add a column for 3rd Tech required (where needed), fix the special abilities and get the rest of the sound bytes (anyone have any more weapon sounds in their personal collections?).

I also genned it out so you can see the full sample list of weapons

Weapons.zip

I'm going to use the formula IF and SJ talked about earlier to figure costs out.

Any/all suggestions sought and welcomed!!!!

Hope you enjoy the preview.
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  #342  
Old February 27th, 2002, 07:56 PM
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Default Re: Babylon 5 Mod

I think the Soul Hunters would be better off as a Nuetral race. They really didn't have that major of a roll in the B5 Universe.

Question on Energy Mines. Aren't they more of a PDF type weapon then ship-to-ship? Their description is a torpedo with a high vield warhead to distroy incoming fighters. Not useable at close range.
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  #343  
Old February 27th, 2002, 08:51 PM

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Default Re: Babylon 5 Mod

I had seen the Soul Hunters as Neutral as well, but I would hate to waste a complete shipset If Oleg wants, gear the AI towards Neutral and we can put it there.

The Energy Mines are usuable against pretty much any ship - in particular I remember the Narn G'Quans firing them at 2 incoming Shadow Cruisers. I would prefer for them to be an area of effect weapon (like in the show), but as of yet that is not an option. Also, as of yet I don't know any way to make a limit on an inside range (can't fire within # hexes). For PDF the Narn have some particle weapons and the super deadly to fighters Pulsar Mine (which might be what you're talking about - though it is short range). If you like I could make a PDF Version of the EMine for the Narn as well.
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  #344  
Old February 27th, 2002, 08:57 PM
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Default Re: Babylon 5 Mod

SE4 does work if you give a weapon
"damage at range := 0 0 0 0 0 500 250 125 75 38 19 10 5 2 1 0 0 0 0 0"

You won't be able to fire until you get 6 squares away.
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  #345  
Old February 27th, 2002, 09:59 PM

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Default Re: Babylon 5 Mod

Very cool SJ - I can definately use that

I had figured it would stop at the 0s...
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  #346  
Old February 27th, 2002, 10:32 PM

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Default Re: Babylon 5 Mod

B5 Page

Includes all SJ armor/struct work.

v1.49.20 Data files posted. Will post 1.49.20 Components/Pics/Sounds and update later or tomorrow.

Last 3 Additions/Changes:

1.46.20 - Added pics to Components for Gravitic, ElectroMagnetic, Torpedo and Anti-Matter Weapons. Renamed Engine Research techs to Utilization Techs. Added SJs Armor/Structural Support Techs and Components. Renumbered Races for compatability with Sci-Fi Crossover Mod. Added Weapon Techs for all Races (with room for future expansion of weapons in all races listed). Added Vorlon/Shadow Assisted Techs. Changed existing families and added all the new weapon families. Added some sounds.

1.49.19 - Changed Supply Bay to Supply Depot (increased size) and made base only.

1.49.18 - Upped Fighter Tech - 6. Added other racial techs (All). Added Cobra Bays (EA), External Fighter Rails, Launch Catapults (Drazi), Troop Bays (armored cargo bay, holds less) & External Cargo Bays. Also, changed Fighter Bays (I - VI) and Cargo (I-III).
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  #347  
Old February 27th, 2002, 11:04 PM
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Default Re: Babylon 5 Mod

quote:
1.49.19 - Changed Supply Bay to Supply Depot (increased size) and made base only.
Ummm, may I ask what the point of that is? "Bases" have infinite supplies already, so adding a few thousand more dosen't make a difference.

Unless, of course, you are planning to make Bases out of "Ships" with zero max engines...

[ 27 February 2002: Message edited by: Suicide Junkie ]

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  #348  
Old February 27th, 2002, 11:15 PM

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Default Re: Babylon 5 Mod

I had intended to do something along those lines - to make a sort of "refueling" base or ship - I had actually forgotten about finishing that
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  #349  
Old February 27th, 2002, 11:31 PM
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Default Re: Babylon 5 Mod

When you convert bases into zero-movement ships, be sure to eliminate emergency propulsion components.

... At least emergency propulsion components that don't have any standard movement...

How about the ability to overload your engines, by making the larger sizes give 1 emergency movement point?
You blow up your engine, but get an extra bit of speed out of it before it dies.
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  #350  
Old February 27th, 2002, 11:43 PM

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Default Re: Babylon 5 Mod

Both good ideas What would happen if you did that to a ship with 2 Large Engines though?
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