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  #3541  
Old October 28th, 2003, 07:45 PM
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Default Re: Babylon 5 Mod

Re: the Raiders. I think that if you were to give them negative maintenance (the coolest idea) they would be too much for any race located near them at the start. OTOH, if you make them just another race there seems to be little point to them (unless there are more graphics on them than I have seen). There is no shortage of normal races.

They didn't play a very big role in the B5 canon, anyway. I say fuggetaboudit for the forseeable future.
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  #3542  
Old October 28th, 2003, 10:13 PM
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Default Re: Babylon 5 Mod

I've been playing off and on (more off than on) ever since I got my new computer and had to start re-downloading everything. I have a B5 Mod Gold file, but not sure if it's the most up to date. What is the latest Version of the B5 Mod, and where do I go to d/l the file(s)?
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  #3543  
Old October 28th, 2003, 11:59 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by grumbler:
Re: the Raiders. I think that if you were to give them negative maintenance (the coolest idea) they would be too much for any race located near them at the start.
Actually, it would be the opposite. They'd grow in strength exponentially unless they are harrassed early on before they can build up their resources.
Keep them with weaker weapons so they only have a limited supply of the better (stolen) items

[ October 28, 2003, 22:01: Message edited by: Suicide Junkie ]
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  #3544  
Old October 29th, 2003, 12:42 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by gregebowman:
I've been playing off and on (more off than on) ever since I got my new computer and had to start re-downloading everything. I have a B5 Mod Gold file, but not sure if it's the most up to date. What is the latest Version of the B5 Mod, and where do I go to d/l the file(s)?
found in the races/ai forum here:

http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001

I haven't done anything really since .... March?

Timstone has a much modified Version but it has not been released yet.
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  #3545  
Old October 29th, 2003, 03:26 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
[ http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001

I haven't done anything really since .... March?

Timstone has a much modified Version but it has not been released yet.
Well, I was out of commission from February to April, so that would be about right. But now I have a yen to play that B5 mod. Thanks for the info. I'll check it out.

p.s., whatever happened to the sci-fi crossover mod? Did anyone ever complete it?
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  #3546  
Old October 29th, 2003, 04:07 PM
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Default Re: Babylon 5 Mod

Hehe... the Scifi X-mod is on a bit of a hold.
Let's say they're waiting for the part of B5.

Because of my slow progress (believe me or not, I hate it too) a number of people are getting more anxious by the day to see what I've had in mind for 2.0. Therefore the Scifi X-Mod is also waiting for my part. Sorry...
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  #3547  
Old October 29th, 2003, 04:13 PM
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Default Re: Babylon 5 Mod

Okay, another post in quick succession.

Because I've a lot of work to do. Progress on The Mod will be slow. Expect not much work of me untill the XMas holiday. During the XMas holiday I'm going to the US (cool, I've never been there. Las Vegas and LA here I come!). I'm sure I can do some work during my visit in the US. So beginning next year I'll be able to launch the first release of 2.0. So a little bit more patience please.
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  #3548  
Old October 29th, 2003, 06:30 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Suicide Junkie:
Actually, it would be the opposite. They'd grow in strength exponentially unless they are harrassed early on before they can build up their resources.
Keep them with weaker weapons so they only have a limited supply of the better (stolen) items
The problem with the Raiders is that they only exist in one area and so will only be an issue for one race (two at most). I have played games with raiders like this and can attest that for the afflicted race this is a real burden. Late in the game, the Raiders are so far behind in tech that it doesn't matter, but early (between, say, turns 50 and 150) attacks by the raiders can be very debilitating and destabilize the game balance.

If raiders were more of a universal "background" threat they would be great.
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  #3549  
Old October 30th, 2003, 02:28 AM
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Default Re: Babylon 5 Mod

Da Path returns! Good to hear from you again!

Okay, the Raiders should have negative maintenance with weak weapons. And what about colonizing? Should they be able to colonize?
If they require too much work to do right now, I skip them for now and release them in the next Version. But by all means, keep the good ideas coming.

[ October 29, 2003, 12:29: Message edited by: Timstone ]
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  #3550  
Old October 30th, 2003, 08:17 AM
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Default Re: Babylon 5 Mod

I've been looking to implemet the Raiders quickly, but it's a hell of a job to do in a late afternoon or a lost evening. So, I'll plan them in the next Version of 2.0. Sorry for this, but please let the good ideas coming. For now I concentrate on the Ancients and the Young races.
This evening is all mine! So, I'll can spend it all on The Mod. Jippy!
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