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  #4131  
Old May 23rd, 2004, 01:58 AM

Phoenix-D Phoenix-D is offline
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Default Re: Babylon 5 Mod

Might want to be careful. Point generation is independant of planet value but I don't know if is effected by things like Robotoid factories..your -100 minerals per turn could turn into -160!
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  #4132  
Old May 23rd, 2004, 03:19 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Phoenix-D:
Might want to be careful. Point generation is independant of planet value but I don't know if is effected by things like Robotoid factories..your -100 minerals per turn could turn into -160!
Would someone care to explain this and related Posts?
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  #4133  
Old May 23rd, 2004, 03:32 PM
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Default Re: Babylon 5 Mod

Re: Ancient Ruins . Is there not a way to have a description that remains in the planet window that indicated that this planet has ruins on it.

This always used to vanish after your colony had landed. It would also be nice if these planets had a modification value to Research and Intel that remained, to indicate continued discovery. This would make the planets with Ancient Ruins valuable for conquest even after the initial settling. A motivator for War.. Hurrah!

Can this not be done?

[ May 23, 2004, 14:37: Message edited by: Nomor ]
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  #4134  
Old May 23rd, 2004, 09:44 PM
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Default Re: Babylon 5 Mod

I must be the only one without a life....

I seem to remember that it was possible to give an ability to weapons so that they targeted certain components such as engines and maybe weapons.

I think it would be a great idea to assign some of the fighter weapons with this ability. They could be a separate branch of the existing weapons e.g.
Uni Pulse Cannon:
Description: Trained to only target engines
Ability:- Targets engines only

Then you could have certain fleets that only targeted engines. I'm a bit upset that my current fighter wing keep's murdering civilian colonist that try to pass through my system. I'd much rather capture them and put them to work as slaves on my colonies.

However it would be nice if they would simply disable then until I can get round to sending a boarding vessel to intern them all.


[ May 23, 2004, 20:46: Message edited by: Nomor ]
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  #4135  
Old May 24th, 2004, 03:57 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Nomor:
quote:
Originally posted by Phoenix-D:
Might want to be careful. Point generation is independant of planet value but I don't know if is effected by things like Robotoid factories..your -100 minerals per turn could turn into -160!
Would someone care to explain this and related Posts?

If a robotoid factory - like facility says it increases resource production by 30%, then:
-200 minerals x 130% = -260 minerals.

If you have a net loss of resources in the system, a robotoid will make the loss even worse.
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  #4136  
Old May 24th, 2004, 04:28 AM
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Default Re: Babylon 5 Mod

New PBW Game "Babylon5 - The Great War" is open and looking for players. This game uses the newly released mod for SE4 Gold that is available from my site: http://www.xmission.com/~rstulce/B5Web.htm

I'm also going to use the expanded "facility.txt" data file that Nomor made.

I'm sorry it took so long to get this going... I've had an illness in the family that has taken priority.

[ May 24, 2004, 03:32: Message edited by: Rambie ]
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  #4137  
Old May 24th, 2004, 04:24 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Babylon 5 Mod

Rambie: The link on the index page does not work !
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  #4138  
Old May 24th, 2004, 04:53 PM
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Default Re: Babylon 5 Mod

So it is not possible to have a facility that just consumes named resources per turn. Like a Mineral miner produces 250 minerals per turn the AMP would just take from Empire Reserves. -250

Mr Junkie: Is it not possible t upload to the imagemodserver ?
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  #4139  
Old May 24th, 2004, 07:37 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Ragnarok-X:
Rambie: The link on the index page does not work !
No... but you can get to the files by clicking the Files icon at the bottom of the page.

The "Updated Facilities.txt file" is not 10Mb but 123kb.

Thanks Rambie

[ May 24, 2004, 18:39: Message edited by: Nomor ]
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  #4140  
Old May 24th, 2004, 07:49 PM
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Default Re: Babylon 5 Mod

I noticed that, too. I just thought i may tell it to Rambie so he can update the index page.
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