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  #3531  
Old October 17th, 2003, 10:59 AM
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Default Re: Babylon 5 Mod

*an entire orchestra fills a tight room and plays as loudy as possible a very bombastic symphony*

Success! I have completed the biggest hurdle in the one file that is really going to help me build the biggest part of the 2.0 Version. The file in question determines weight, cost, damage, and accuracy of the weapons in The Mod. Once I've completed this file I'll be able to produce the weapons in a very short amount of time.
Coming weekend I'll have absolutely no time to continue on this great file, but in the weeks after that I'll have plenty of time to continue on it again.

Sight, I wish I could work fulltime on 2.0.

Suggestions, remarks, criticism, questions, all are welcome. Just post 'em here (or send me a pm).

Edit: Stupid typos, there are always more!

[ October 17, 2003, 10:00: Message edited by: Timstone ]
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  #3532  
Old October 17th, 2003, 12:50 PM
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Default Re: Babylon 5 Mod

Quote:
SJ: How about that armor thingie I asked you about some time ago? Do you have any cool ideas?
Oop. Get back to you right after this midterm exam, k?

[ October 17, 2003, 11:51: Message edited by: Suicide Junkie ]
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  #3533  
Old October 17th, 2003, 05:42 PM
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Default Re: Babylon 5 Mod

Here's the file I found on it:

1066408792.txt
I thought there was something more on the walkers and the energy-guys, though.
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  #3534  
Old October 18th, 2003, 04:45 PM
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Default Re: Babylon 5 Mod

Thanks SJ!
I'll check them out and place any comments/questions after your midterms.
Good luck with your midterms.
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  #3535  
Old October 26th, 2003, 01:58 AM
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Default Re: Babylon 5 Mod

Tim,

Care to share the basis for the weapons rebuild? It might save some grief later on if we could hash out the basis for the values you want to assign to weapons before you actually assign them.

For instance, are you planning to have the same numbers of "generic" weapons, or will each race have a completely race-specific set of weapons (with perhaps advantages and disadvantages in the given weapons tech areas)?

Are you plannning to fill all the gaps in the existing weapons sets (lots of races have few or no mega/ultra weapons and/or advanced weapons)?

I would love to cover this on the forum or via email or PM if you want to. It's been something that has needed doing for a long time.
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  #3536  
Old October 26th, 2003, 09:32 AM
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Default Re: Babylon 5 Mod

Hey there Grumbler! Good to hear from you again.

I've been busy on a fairly big Excel sheet to calculate all the things you need for a weapon. Because I was absolutely not happy about the way Val decided to do things I wanted to change that. I wasn't aware of the enormous labor this required (which only made my admiration for modbuilders and Val bigger).

I decided to stick to a proven game; Babylon 5 Wars 2nd Edition. Val more or less coupled his values (damage, cost, weight) to all the weapons in this serie of playmanuals. To discover which method Val used to calculate his weapons, I set out to evaluate his values. In the end I more or less found the formualae Val used. I adjusted these for my own use and according to my own sense of logic. Then I had to decide how to implement each race into The Mod.

After much debating with a friend of mine and talking to you guys and girls, I decided I should go for the original set up. Each race has the same techtree. Each race has a tiny, light, medium, heavy, mega and ultra weapon (there can be more than one weapons in a given weapon class). I'm still in doubt wether I should give one race more weapons in total then the other. I compensate this by making the cost ofthat race higher.

This Excel sheet takes up much time to fabricate (I do have my work in real live too ). Therefore work progresses slowly, but surely. I say around 75% of the sheet is done. After this Version I plan on making a Delphi Version, althought I haven't got the skill to do that very quickly, maybe I strugle a bit more with Excel. Who knows. But to cut to the chase, I'm not planning to release a unfinished Version of this Excel sheet just yet. After it's done, I upload it here and everyone can give his or her comments on it. Untill this glorious day, you're all free to give advise, suggestions, demands and the like.

I don't mean to be blunt in this Last piece of text.
Just sit tight and I'll deliver.


Edit: typos, typos, typos...

[ October 26, 2003, 07:35: Message edited by: Timstone ]
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  #3537  
Old October 26th, 2003, 10:05 AM
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Default Re: Babylon 5 Mod

Hehe, just bosting my Posts...

To get back on how I plan on releasing The Mod.
I want to release the first part of The Mod (2.0) with two Ancients and three Young races. After this first release you pepole can give comments/suggestions/demands/... and I'll see what will be implemented. After this period the big plan is to release a race at a time (like seperate module). Hope you guys and girls like this. If not, please feel free to post a post.
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  #3538  
Old October 26th, 2003, 10:14 AM
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Default Re: Babylon 5 Mod

Damn it! Very soon now I'll have to leave for a torture day with the rest of my family.
Ah well, such is live. At least my GF is going with me.

I was thinking about the Nomads. Should we include them or not? I know the P&N Mod has had some troubles with the inclusion of Nomads. So, should they be included or not?
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  #3539  
Old October 26th, 2003, 05:05 PM
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Default Re: Babylon 5 Mod

Trouble? No, just indecision.
Giving them negative maintenance ships which allows exponential growth (and makes them major players just like normals) or giving them almost-zero maintenance and a modest starting income (for almost linear growth without outside support)

It really all depends on how you want them to turn out.
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  #3540  
Old October 28th, 2003, 03:20 PM
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Default Re: Babylon 5 Mod

Sorry for my late reply.

I haven't got a clue how I would like them to be. I think they should be a player just like any other player. Althought this isn't canon to the B5 series. This is the most playable option (I think).
Any suggestions?
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