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  #3971  
Old April 23rd, 2004, 09:05 PM
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Default Re: Babylon 5 Mod

where might one find the latest Version of the B-5 mod? Thanks
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  #3972  
Old April 23rd, 2004, 09:10 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by The One:
where might one find the latest Version of the B-5 mod? Thanks
For the basic files:

http://www.xmission.com/~rstulce/B5Web.htm

For the GOLD files you have to search here.

This is the Last revisions I did (June 2003):

Latest Version of the B5 MOD Gold.

B5 Gold "Main" files:

1055690978.zip

B5 Mod Race AI:

1055720287.zip

You are reminded that this Version is a bit buggy.


I hope to be releasing an updated Version shortly. How soon that is depends on "real-life".

[ April 23, 2004, 20:11: Message edited by: pathfinder ]
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  #3973  
Old April 24th, 2004, 07:06 PM
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Default Re: Babylon 5 Mod

Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.
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  #3974  
Old April 24th, 2004, 07:12 PM

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Default Re: Babylon 5 Mod

Quote:
Originally posted by Timstone:
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.
You're dutch?

(there, not any more..)
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  #3975  
Old April 24th, 2004, 07:31 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Phoenix-D:
quote:
Originally posted by Timstone:
Hahaha... Path, I think you've repeated this message more times than I've told I am Dutch.
Keep up the good work.
You're dutch?

(there, not any more..)

Haha... you little rascal you.

Edit: Damn, forgot to say I'm Dutch. "I'm Dutch!"

[ April 24, 2004, 18:32: Message edited by: Timstone ]
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  #3976  
Old April 24th, 2004, 08:13 PM
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Default Re: Babylon 5 Mod

Ragnarok-X,

If you want to muck about in the Components file, how about coming up with an answer to the following question: what is the longest-ranged weapon each major race has for each target type?

This will help balance out the satellite versus ship combat.

I have looked at sat-ship combat, and it seems that at a given tech level satellites are about three times as valuable on a per-ton basis than ships. Part of the problem is that there seem to be few long-ranged weapons able to hit satellites, while satellites have a lots of long-range weapons that can hit ships.

I tried making the sats "merchant-like" with the 50% offense minus and 50% easier to hit, but that made less difference than I had supposed, so I think this needs a more systematic look, and such data would help us a lot.
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  #3977  
Old April 24th, 2004, 08:20 PM
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Default Re: Babylon 5 Mod

About the sat problems. Val wanted to make planet assault a very, very costly business. It was intended.

Grumbler:
Anything for me to do? Please mail me if you do.
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  #3978  
Old April 24th, 2004, 09:44 PM
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Default Re: Babylon 5 Mod

Uhm Grumbler, my post was not directed at you, and i i didnt meant to offend anyone !

Anyway, i think you cant find out how the weapon with the longest range for each race is called. Instead, why not make damage by satellites dimishing with each square ? IE. 50% of the range the weapon has 100% damage, and each square after the 50% the damage is reduced by 20% or whatever. That would in fact half the damage at full range. In addition, long range weapons will have hit problems at maximum range, since each square reduced to hit by 10%.

You can try to alter the satellite itself, for example you could try to increase the hull cost, so players could pump out less sats in the same time, but each satellite would still be very strong. Different mounts are another idea, maybe give different sat mounts, some give long range but less to hit, other have zero range modifier but a good to hit modifier.
You could add new weapons for each race which can only target satelittes. This would make those weapons the counter to sats, while not being TOO powerful, they would be stronger against sats than "normal" weapons. Maybe a slight increase in range and to hit.
that are just few of my ideas.
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  #3979  
Old April 25th, 2004, 06:43 AM

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Default Re: Babylon 5 Mod

I don’t thank the Babylon 5 Mod need more weapons just use the new weapon list target override field:

Weapon List Target Override:
If this field is present, it overrides the value in Weapon Target.
The types of vehicle this weapon can fire on. This field
contains a list of comma separated values.
Allowable Values in list:
Ships, Planets, Seekers, Fighters, Satellites, Drones

If satellites are to strong you could reduce the maximum satellites per player per sector as well you might consider making them easier to kill. One more thing if the new Babylon 5 Mod is going to use AI construction units files satellites may not need to be so powerful anyway. Also if satellites are significantly changed you may need to look at the weapon platforms as well.
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  #3980  
Old April 25th, 2004, 11:22 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by TNZ:
I don’t thank the Babylon 5 Mod need more weapons just use the new weapon list target override field:

Weapon List Target Override:
If this field is present, it overrides the value in Weapon Target.
The types of vehicle this weapon can fire on. This field
contains a list of comma separated values.
Allowable Values in list:
Ships, Planets, Seekers, Fighters, Satellites, Drones

If satellites are to strong you could reduce the maximum satellites per player per sector as well you might consider making them easier to kill. One more thing if the new Babylon 5 Mod is going to use AI construction units files satellites may not need to be so powerful anyway. Also if satellites are significantly changed you may need to look at the weapon platforms as well.
Weapon platforms, IMHO, do not need to be nerfed anymore. The only weapons they can have at the moment are point defense.

Also, as mentioned before, satellites ARE supposed to be all powerful. I respectfully suggest to those who wish to nerf them to take a hard look at strategies and weapons they load when doing planetary assault. The AI, when battling me, has more than held its own in doing so.
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