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  #4171  
Old May 28th, 2004, 10:36 AM

astruskustuvas astruskustuvas is offline
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Default Re: Babylon 5 Mod

Quote:
quote:
--------------------------------------------------------------------------------
i hope you like this.

Starting resources: 100000
Starting planets: 1
Home planet value: Good
Score display: own
Technology level: low(medium please)
Racial points: 5000
Quadrant type: Cluster
Quadrant size: Large
Event frequency: Low
Event severity: medium
Technology cost: high
Computer players: none
Computer difficulty: High
Computer player bonus: High
Neutral empires: Yes
Special rules?
--------------------------------------------------------------------------------

i hope you like this????????????????????????
I was only expressing what I would prefer. This is a forum for excharging ideas and thoughts, right. Hopefully we can get more people interested in the campaign, and they can discuss that they like or dislike. It doesn't have to be only my way, but if you want to, sure.
Quote:
dont be so egoistic, this is not only for you, unless you are playing alone
i just posted my seting and asked do you like seting that i prefer (i mean all players). If you dont then post sugestions not insults.these words sounded like I DONT CARE WHAT SETINGS YOU PREFER.

Its just our cultural diference and my bad english skills.

What about RP rules?


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  #4172  
Old May 28th, 2004, 02:02 PM
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Default Re: Babylon 5 Mod

Grumbler:
With some good luck and a lot of bribing, I might be Online again comming tuesday. Yeah!!
Keep your fingers crossed.
Could you please send me a nice progress update, if you're not too busy?
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  #4173  
Old May 28th, 2004, 06:03 PM
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Nomor Nomor is offline
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Default Re: Babylon 5 Mod

astruskustuvas: I was a lurker for more than a year before I dipped my toe in this bath.


[ May 28, 2004, 17:04: Message edited by: Nomor ]
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  #4174  
Old May 28th, 2004, 11:09 PM
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Default Re: Babylon 5 Mod

Sorry if this is "off topic"

This is my Version of the Uni-Pulse Cannon that only takes out engines. I tried to add this to the components.txt file with mixed results.
It worked,but had undesirable effects on other things.I ran a test by modifying the original that worked. I had a fighter with 2 cannons, one only engines the other only weapons, that disabled any ship that ran into it that had no point defence. I cleaned up on the resources front at the loss of components to research.

Also whilst it appeared next to the original Uni-pulse when configuring fighter components it would vanish if the "latest" setting was invoked. Ideally I want it to be visible along side the original as I only intended to have Marks I to V for this mount. As level VI of the Original is researched the Mk V disappears. How do I assign this so that it is available to pick no matter how far up the research tree you are.

If I can get this to work I'll do a weapons only Variant.

What do I need to change to keep this visible for picking when configuring fighters? I don't want to effect any research tree.

Name := Uni-Pulse Cannon I (EngTL)
Description := The Uni-Pulse Cannon is a fighter-mounted weapon which is often found paired on most basic fighters.
Pic Num := 610
Tonnage Space Taken := 4
Tonnage Structure := 2
Cost Minerals := 2
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 12741 change by one = solution
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Particle Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Earth Alliance Tiny Weapons
Tech Level Req 2 := 1
Tech Area Req 3 := 0
Tech Level Req 3 :=
Number of Abilities := 1
Ability 1 Type := Cloak Level ( bogus ability to allow for description: below)
Ability 1 Descr := Targeting CPU locked on engines only.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 149
Weapon Speed := 0
Weapon Modifier := 3
Weapon Sound := SFuryGun.wav
Weapon Family := 1741 change by 1 = solution


[ May 29, 2004, 12:24: Message edited by: Nomor ]
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  #4175  
Old May 28th, 2004, 11:18 PM

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

If two components of the same family are right above/below each other in the file, the one on the bottom is the ONLY one shown when "latest only" is selected.

If you want both to show up you have to put a different component of another family in between, or change the family on one of the components.
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  #4176  
Old May 28th, 2004, 11:29 PM
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Default Re: Babylon 5 Mod

So if I do Marks I through V of this and stick the Only Engines at the start of the txt list and the Only Weapons at the end of the list it should work???
Thanks in advance....
The above didn't work... so changing family name.. won't that mess with the research tree? I would need a legitimate number, I can't just make one up, can I?


[ May 29, 2004, 00:26: Message edited by: Nomor ]
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  #4177  
Old May 29th, 2004, 02:04 AM
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Default Re: Babylon 5 Mod

Side track again....

Made changes to the below so that it was constructed in about 4 to 5 turns by a colony of 100 million. Still waiting for one to change having played for a week. The Last line had a very interesting effect. The negative effect only showed up in the Colonies Menu (F4-key) under Production , and not in the Empire Status (F11-key) although it was clear it was deducted from the Net Resources Per Turn totals.

What was noted was that -500kT was reduced by the % production from happiness etc so that -51% meant that only 249kT was deducted from the Empire pool. This works well as a Tax effect for building Atmos Adj. as the population is only taxed on it's income. As it gets happier the Radioactives deducted increase. Unfortunately the conVersion time is still too long (600 turns) because all this negative effect makes the Planet valueless and the research tree does not provide the counter measure until much later.

For the sake of playability if the conVersion time was reduced to say: 30yr/25yrs/20yrs i.e. 300/250/200 turns this would give you low value plants earlier and would still make the Ancient Version desirable as it starts at 20yrs and does not have any of the negative effects. I still have not managed to research Atmospheric Adjuster II so the game is still relatively slow.

NB. Placing one of these on a Planet that needed no conVersion had no effect on the resources i.e. Radioactives were not deducted.

Modifications: original shown in bold

Name := Atmospheric Adjuster I
Description := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group := Planet Modification
Facility Family := 44
Roman Numeral := 1
Restrictions := None
Pic Num := 67
Cost Minerals := 1000 was 50000
Cost Organics := 500 was 50000
Cost Radioactives := 1000 was 50000
Number of Tech Req := 1
Tech Area Req 1 := Atmospheric Modification
Tech Level Req 1 := 1
Number of Abilities := 7
Ability 1 Type := Planet - Change Atmosphere
Ability 1 Descr := Changes the atmosphere of the planet to one that is breathable by its colony over 60 years.
Ability 1 Val 1 := 600 (Change this to 300 )
Ability 1 Val 2 := 0
Ability 2 Type := Planet - Shield Generation
Ability 2 Descr :=
Ability 2 Val 1 := 200
Ability 2 Val 2 := 0
Ability 3 Type := Planet - Change Conditions
Ability 3 Descr := The upheaval to the planets eco system and weather patterns will steadily decrease the planet's value by as much 2% per year.
Ability 3 Val 1 := -2
Ability 3 Val 2 := 0
Ability 4 Type := Planet - Change Minerals Value
Ability 4 Descr := Errosion and corrosion has a negative impact on Mineral and Radioactives values of planet by 1% each rotation.
Ability 4 Val 1 := -1
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Change Radioactives Value
Ability 5 Descr :=
Ability 5 Val 1 := -1
Ability 5 Val 2 := 0
Ability 6 Type := Planet - Change Organics Value
Ability 6 Descr := As these are primitive worlds the organic properties are similarly affected.
Ability 6 Val 1 := -1
Ability 6 Val 2 := 0
Ability 7 Type := Resource Generation - Radioactives
Ability 7 Descr := Consumes 500kT Radioactives each turn. NB. +/- at Mean Average Production.
Ability 7 Val 1 := -500
Ability 7 Val 2 := 0

The problem with the current Version of this Facility is that if you are invaded at turn 599 of your construction the whole deal is lost. However by having a quick construction time, any one capturing your planet suddenly has a negative resource problem that they may not be ready for. ( That'll teach em) Also the conVersion may still go on.(unsure on that... )

Your comments eagerly awaited. Timstone; grumbler; PF; SJ; Rambie;Phoenix-D etc..



[ May 29, 2004, 12:20: Message edited by: Nomor ]
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  #4178  
Old May 29th, 2004, 02:16 AM

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

Changing family doesn't affect the research tree at all. That's controlled 100% by the tech area req part of the component.
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  #4179  
Old May 29th, 2004, 05:01 PM
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Default Re: Babylon 5 Mod

Nomor,

A coupla thoughts about atmosphere conVersions and the related domed planets:

1. If the conVersion takes 600 turns, no one will undertake it. I haven't ever played a campaign past about turn 400, when the outcome is obvious.

2. Placing a "tax" on ACs makes them even less likely to be undertaken.

3. When domed planets finish all of their construction, they appear in the build queue window as empty of construction. However, they have quite small cargo spaces, so unless you keep transports standing by to empty them, they quickly "fill up" and can undertake no more construction. Now, the BQ window is an essential management tool, as it shows where construction can be undertaken. I don't like having to scroll past lots of "useless" empty queues to find the ones where I can actually build something and not worry about having space left for it.

Thus, if you simply make the AC a long-term project that converts atmospheres when completed, you:
1. Have the "tax benefit" of your proposed mod, and
2. Keep the project in the build queue so it isn't "empty" and there isn't any need to scroll past the planet to find "valid available build queues."

As a side benefit, you actually start to use new AC technology as invented by simply "upgrading the construction" rather than having to upgrade the facility. This makes AC tech much more valuable to research. As it is under your suggestion, it makes little sense of research AC until you simply don't have anything else to research, since it won't give you a benefit you can use.

Now, AC isn't really undertaken explicitely by anyone in the canon bar the Shadows, but if we assume that it is being undertaken implicitely by, say, the humans on Proxima, then a process rather than a standard facility type still makes sense. After all, Proxima isn't producing its own satellites or whatnot to help against the blockade, so they must be, in game terms, producing something else - which I propose is an AC.

Currently, my thinking is that an AC should take, at max tech and max (600) domed population, some 100 turns to build. In effect, this will mean something more like 200 years from game start, as planets will take time to reach max pop and it will take time to research AC3. I think this sort of timeframe will make the effort worth undertaking, but am willing to listen to other ideas.
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  #4180  
Old June 1st, 2004, 07:32 PM
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Default Re: Babylon 5 Mod

Alrighty then!!I'm back in the air again!!
After a long period named the dark age I was cut off the primal source of life, namely the internet. But on this glorious day I, Timstone, regained my rightful place in the community again. Long live the internet, and electricity, and Babylon 5, and women, and Hertog Jan Pils, and of course my beloved homecountry Holland.
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