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  #351  
Old October 17th, 2002, 12:13 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Because the Star Trek Empire is a racial trait, it would be okay for it to have some advantages over the SEIV generic game.
Duh.... Me not speak so good.
You probably guessed that I meant the Empire from Star Wars. I will adopt the term "Imperial" to avoid such confusion.

Anyway, as you likely also guessed, I simply meant that if making larger units seemed to throw off game balance, one could quite easily just bump up the racial trait cost a bit. If you want these to stay at zero however (for asthetic's sake for example) then just ignore my babblings.

[ October 16, 2002, 23:31: Message edited by: jimbob ]
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  #352  
Old October 17th, 2002, 06:07 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Sorry, long time no speak here. What all can I distill from the B5 mod for y'all?
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  #353  
Old October 17th, 2002, 06:15 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Val:
Sorry, long time no speak here. What all can I distill from the B5 mod for y'all?
Probably the whole thing.
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  #354  
Old October 17th, 2002, 06:39 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

You Vorlons crack me up
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  #355  
Old October 17th, 2002, 06:45 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

The Vorlons were banished from the StarWars galaxy becaused ther dared to speak more like a fortune cookie than Yoda.

I'll take a look at Last Version of the B5 mod and see, but yeah I'd like to add most of it
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  #356  
Old October 17th, 2002, 06:48 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I can barely wait to see how Fyron roleplays them in the PBW game, it's a challenge to be that vague.
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  #357  
Old October 18th, 2002, 04:59 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Well I started to revise the data files of the B5 Mod and got lost in the obscenely big components.txt

Maybe we'll have to distill a simplified Version of the mod.

I think that 43 racial traits and near 3000 components are a little too much.
Not only because of the problem that for example means adding an extra tech req to all comps.
But also because IMHO those too many choices only complicate things for players.

Some requests and ideas:
*I want to add the custom vehicle sizes I had made, to keep relative sizes between universes. Maybe will also need to add standard-sized hulls because they all seem to be too big, but we'll have to consider if any important changes need to be made for bigger hull sizes.

*I don't want to change standard techs and I want to make them available for everyone.
That means for example that Gas colonies will not be 100 more expensive to research.
And techs with higher max such as propulsion will have to be split in the standard "Propulsion" for 1-12 levels and "Advanced Propulsion" for the additional 11 levels.

*Keep only the racial traits for major races, and maybe a general "B5 Neutral Race"

*Most of the Light/Medium/Heavy variations of components can be replaced by weapon mounts (in 1.78 they can be restricted by tech and made available for only some comp families)
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  #358  
Old October 18th, 2002, 12:03 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Andr&eacutes Lescano:
Well I started to revise the data files of the B5 Mod and got lost in the obscenely big components.txt
*snicker* Now ya know why I been thrown into the mental ward on B5. I go nutzzzz figgering out what to put into AI_designcreation for the B5

oh, BTW hi all!
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  #359  
Old October 18th, 2002, 10:47 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yeah, it is a bit daunting... It has certainly grown from the original mini-mod a year ago.
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  #360  
Old October 18th, 2002, 11:08 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

And BTW do NOT try to print it out

*Da path whistles non-chalantly as he shoves all that paper into the waste bin*
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