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  #361  
Old March 1st, 2002, 09:22 PM

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Default Re: Babylon 5 Mod

Ok, added your code in my own sloppy old way... I made the mistake of using a table when I used their 'quick and easy creator' and can't figure ut how to fix where I want things in HTML.

Also, updated the Race file to v1.49.20 (added in the ShogToth -Soulhunters- fixed the SoulHunter Escort bmp size from 131x131 to 128x128 and the Vorlon Colonyship from 135x135 to 128x128) and reposted the Components v1.49.20 with the better Minbari style components.
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  #362  
Old March 1st, 2002, 10:26 PM
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Default Re: Babylon 5 Mod

Hey, why not make the B5 page your homepage in your shrapnel profile. I'm always hunting for a link or bookmark...

Try just throwing a <font color = "#FFFFFF"> around my link table, so all the text shows up, and it should be fine

Could you send me a PM when you change files? I can then update my mirror as appropriate.
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  #363  
Old March 1st, 2002, 11:12 PM

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Default Re: Babylon 5 Mod

Will do on all accounts!

Heading to NYC for the weekend, so don't expect too much from me 'til Sunday - not that I expect any of you are on the edge of your seats waiting for me to post
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  #364  
Old March 5th, 2002, 12:49 AM

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Default Re: Babylon 5 Mod

New B5 Mod Page (WIP)

Ok, started to create another webpage at Space Ports. Thanks to IF's suggestion.

Right now it is bare bones - but at least you can download the files.
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  #365  
Old March 5th, 2002, 01:25 AM
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Default Re: Babylon 5 Mod

Val:
Have you seen Spaceports March newsletter that I posted in the Official Image Collection thread? I don't think that your site will ever actually reach the new bandwidth limits (mine only had 78 MB total in February). Spaceports is a good web host, but I don't know what's going to happen with them. They've been losing money big time in the past several months. I hope these new changes will help them to surive.

With that being said, do you want any help making your web page? I noticed that you put the ad banner in the top frame. This is un-neccessary. The ad banner automatically creates its own frame at the bottom of the page, so you no longer need to add code to display it on your page. The FAQ is a bit out-dated on this issue.

Oh yeah, and the reimbursements program was discontinued sometime Last year before I signed up on spaceports, so don't bother thinking you might get ad free hosting after a while from ad banner clicks. It won't happen.

[ 04 March 2002: Message edited by: Imperator Fyron ]

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  #366  
Old March 5th, 2002, 02:32 AM
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Default Re: Babylon 5 Mod

On the OA thing:

I wound up reading up on the OA ability, after I made that post, and it seems that regeneration works a little different than I had originally thought. It seems that each regen component adds to a regen 'pool' that is later used to repair OA components after they've been destroyed. Also, the OA components stop adding to the pool when they first get destroyed.

This explains OA's somewhat eratic performance in combat, as it initially seems capable of coming back from nearly anything (a ship with 5 OA III that spends 5 turns closing with the enemy would build up a regen pool of 30x5x5 turns=750, enough to repair all 5 OA's after initial destruction), yet seems to be ineffective later in combat [the pool has been used up/no (or few) components being capable ofadding to it] or during close engagements like at a warp point (no time to build up a regen pool). I tried it out and this explaination seems pretty accurate. And the chance to repair components at the end of combat may just be the final redistribution of the regen pool for turn 30.

This revelation came to me courtesy of one of the contributors (Zircher perhaps?) to the Dubious strategy guide, a rather helpful, though massive (400+ pages), tome.

Also, my principle objection arose because it sounded like OA was going to be added to every component, thereby ruining the more interesting aspects of Vorlon or Shadow Tech (regeneration isn't so fearsome if everyone has it). That and scaling everything up by a factor of ten (ouch).
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  #367  
Old March 5th, 2002, 04:59 AM
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Default Re: Babylon 5 Mod

IIRC, in the latest patch (maybe only Gold), the OA will resume contributions to the pool after they have been regenerated.
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  #368  
Old March 5th, 2002, 05:16 AM
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Default Re: Babylon 5 Mod

Interesting...
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  #369  
Old March 5th, 2002, 04:22 PM

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Default Re: Babylon 5 Mod

IF:

No, I hadn't read it yet - going there now Thank you for the offer of help, and it is gladly accepted! As I said, I had just started it and am working on making it look a bit better.

SJ/QR:

So, are we going to use the OA on just the ancients, or all the ships? If all - should the cutoff be at light or medium weapons for younger races?
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  #370  
Old March 5th, 2002, 04:32 PM
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Default Re: Babylon 5 Mod

Light weapons for younger races, medium for older races.
IMO, the big big guns should never be fixable in space. (add emergency supply ability of 0/1)

EDIT:
Wait!! How will this affect the armor?
We have to multiply by 10 again, but all the components will be between 100 - 500 hitpoints, and not necessarily related to how hard they are to fix.
However, given that the bigger and closer to the surface a component is, the more hitpoints/easier to hit/harder to repair, the general cases should work out.
If anybody has a component that should be hard to destroy, but also moderate-hard to combat repair, it should probably not be given the combat repair ability at all.

[ 05 March 2002: Message edited by: Suicide Junkie ]

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