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  #3771  
Old March 31st, 2004, 02:28 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by pathfinder:
How does the game restrict number of shipyards---hard coded? I couldn't find a restriction....
I believe that it is hard-coded.

Quote:
Trying to "fix" AI use of aggressive facitlities at start-up of full tech games. This has the potential of causing the AI resource problems in a full tech game.
My solution was to make the aggressive facilities 90% as efficient at 50% the cost of regular facilities. This emans the AI won't use them, but they still have a use for a human player who wants to basically strip-mine small domed planets not worth retaining forever. Building full-sized facilities on those sites simply takes too long due to population limits.

If we change the ability tags we could make the AI use this strategy as well.
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  #3772  
Old March 31st, 2004, 05:34 AM
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Default Re: Babylon 5 Mod

I have two things to say, and a minute or two to say them:

1) For AI armor, I suggest having them use 30% light armor.
They aren't bright enough to know when the others are useful, and it will cut down on the research they need to throw at armor techs.

2) What shields?
There is a point defense grid, and lots of interceptors, but shields??

The passive armor (one step up from the inert armors) uses some shield ability in order to work the crystalline ability. The primary/secondary/additional subdivisions make it so big ships can't load up on crystalline ability to become relatively invulnerable. It also gives the small ships a half-decent ability amount.
I think that these should probably be given MUCH fewer hitpoints, so that you can layer the inert armor over top of it, and it dosen't die first...

PS:
Adding some super-armor techs for the ancients to start with would be good though. Various mixes of Organic and Crystalline armor for most ancients, some with "hit first" armor, and perhaps one with -999% to-hit "armor".
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  #3773  
Old March 31st, 2004, 10:46 AM
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Default Re: Babylon 5 Mod

SJ: Shields, yes. Abbai and Brakiri both have gravitic shield generators..1 each for certain class ships. Based on the AoG "Ships of the Fleet" books.

Not 100% sure me gonna do the brain work to figure out how strong and to do all the setup for designcreation and so forth.
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  #3774  
Old March 31st, 2004, 08:19 PM
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Default Re: Babylon 5 Mod

interesting, though i watched approx 80% of the bab5 series and have 2 seasons on dvd i never noticed shields reflecting/absorbing fire. I always thought firepower was sucked up by armor... ?!? Can you give the name of a episode where i can see shields b5-style ?!

Thanks

p.s. HURRY !!! Im waiting for this since the release of se4 gold, i cant hold it any longer...
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  #3775  
Old March 31st, 2004, 08:31 PM
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Default Re: Babylon 5 Mod

There are some episodes with the Vorlons. They receive some fire and their shields absorb it.

Anyway. 2.0 tries to follow the B5 Wars book (2nd edition). In those books some races have fairly weak shields. The Ancients don't excell at it either. But there are shields.
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  #3776  
Old March 31st, 2004, 10:21 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Ragnarok-X:
interesting, though i watched approx 80% of the bab5 series and have 2 seasons on dvd i never noticed shields reflecting/absorbing fire. I always thought firepower was sucked up by armor... ?!? Can you give the name of a episode where i can see shields b5-style ?!

Thanks

p.s. HURRY !!! Im waiting for this since the release of se4 gold, i cant hold it any longer...
I have only seen 1-2 episodes. As I stated below my data is based on the Agents of Gaming books "Ships of the Line". These contain data sheets used in a table top game made by AoG.

So, not sure if "canon" by TV series BUT they are listed in the major components some of the ships data sheets.

Frankly, I am finishing the MOD mainly to suite myself. There is no way to host/upload here now and the MOD is ~50 MB so e-mailing is out of the question. Yeah, I guess I COULD beg someone here to host but I am not going to as again no way I know of to get the mod to them.

[ March 31, 2004, 20:22: Message edited by: pathfinder ]
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  #3777  
Old March 31st, 2004, 11:07 PM
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Default Re: Babylon 5 Mod

Any ideas on how to make all the races to have initial race-specific techs? Other than totally trashing the tech file?

[ March 31, 2004, 21:08: Message edited by: pathfinder ]
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  #3778  
Old April 1st, 2004, 10:29 PM
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Default Re: Babylon 5 Mod

I think their shields act more like ECM than SE4 shields
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  #3779  
Old April 1st, 2004, 10:38 PM
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Default Re: Babylon 5 Mod

Quote:
Frankly, I am finishing the MOD mainly to suite myself. There is no way to host/upload here now and the MOD is ~50 MB so e-mailing is out of the question. Yeah, I guess I COULD beg someone here to host but I am not going to as again no way I know of to get the mod to them.
Simple, they set up a FTP account on their web server.
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  #3780  
Old April 2nd, 2004, 12:16 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
quote:
Frankly, I am finishing the MOD mainly to suite myself. There is no way to host/upload here now and the MOD is ~50 MB so e-mailing is out of the question. Yeah, I guess I COULD beg someone here to host but I am not going to as again no way I know of to get the mod to them.
Simple, they set up a FTP account on their web server.
Well, that someone would have to say something and allow that transfer to occur.
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