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  #4251  
Old June 14th, 2004, 07:55 PM
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Default Re: Babylon 5 Mod

Just to refresh your memory. This might be relevant to current discussion.


This is a list of the PF 1.8 Gold Mod Facilities and their build times relative to population quantities. All are jubilant. All times are number of turns. 10 turns are equal to 1 year.Game Time.

_____________________Homeworld_Rock__Tiny-Domed__Domed
.................................................. ...2000m....... 500m..........100m.........4m...

Colony Hub I.....................................8........... .....52..............147.........191
Homeworld Hub...............................20.............. 148..............367..........477

Listening Post..................................2........... .......9...............25............33
Covert Ops Center............................3............... ..17..............47.............61

Manuf. Colony I................................6................ .35..............97............127

Military Outpost I.............................4..................2 7..............74.............96
Adv. Mil. OP I..................................7.............. ....41.............115...........150

Trading Port....................................2......... .........13...............35.............46
Recycling Center.............................3.............. ....16...............44.............57

Atmospheric Adjuster I.. ........11.................. 69 ..............193...........250 .....( + 600 to convert i.e. 60 yrs)

Medical Center I..............................2.................. ..9................25.............33

Archaeology Site I...........................1....................7 .................9..............25.....(
Educational Center I........................3...................17... ............47..............61

Mining Colony I...............................2................. ..10...............26..............34
Aggressive MC................................1............... .....5...............13..............17
Agricultural Colony...........................1................ ....6...............17..............22

Ship Yard I......................................4.......... .........25...............70.............91
Ship Yard II.....................................5.......... .........33...............93............121

Depot I...........................................7..... ..............43..............122............158

If playing PBW and one turn is taken per day then all the figures here represent the # days for construction of named facilities.It gets worse as the later levels appear.

Yes I know.. sorry for the wonkey lines again.. didn't have time to test "code" key
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  #4252  
Old June 14th, 2004, 10:36 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Imperator Fyron:
1) The point was that in a LAN setting, you can play a lot of turns at a time. But in PBW, you don't get to do this...

2) Actually it is 46 turns for the Trading Post... dropping off 250 million pop dropped it to 23 turns. I was thinking of the Colony Hub, which is 96 turns with 274 million pop. A mining colony I takes 17 turns with that level of pop. Now try to develop multiple worlds at a time, you need all of the population from the homeworld. Granted, a mining colony I makes 2000 minerals and 1500 radioactives, but ships cost a lot more resources to build in the mod. Homeworlds do not get anything special except for a single Homeworld Hub, which is not very productive, just has several misc abilities and some storage. This is what makes it take so long to develop anything in the mod... It is definitely no Proportions, but it is still rather slow.
I agree with Fyron. I'm playing a solo game, having to almost deplete a homeworld of it's population to populate other worlds to try to cut down on some time is ridiculous. I'm finding myself cutting down on transporting my transports so that my homeworld can build up it's population again before I send more people out. I don't have any suggestions, but surely some method can be done to improve on this.
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  #4253  
Old June 14th, 2004, 11:53 PM
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Default Re: Babylon 5 Mod

Just to go off topic a moment: Heavy Bolter ; Medium Bolter ; and Light Bolter under General and Particle Weapons . These have no description in components file.

I take it that this is a Plasma Bolt firing weapon ??? I've come up with several descriptions that I tried to shoehorn into the components.txt file.

However I'd like to be sure that I'm on the right track. Here are three Versions. I tend to go for the shorter but the longer might work for the first variant of each type?

Fires self-contained bolts of plasma. Less range than beam weapons , slow delivery is countered by impressive damage even against a technologically advanced enemy. Incoming bolts are traceable with radar. (Bold may be removed to make even shorter)

The mainstay weapon of low-tech fleets: Firing super charged bolts of plasma maintained by a self- generated containment field. Less range than beam weapons, slow delivery is countered by impressive damage even against a technologically advanced enemy. Incoming bolts are traceable with radar.

Fires super charged bolts of plasma maintained in their shape and density by a self- generated containment magnetic field. Less range in respect to the beam weapons, plus slow delivery are countered by impressive damage even against a technologically advanced enemy. Incoming plasma bolts are traceable with radar.


Comments please:


[ June 14, 2004, 23:02: Message edited by: Nomor ]
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  #4254  
Old June 15th, 2004, 12:24 AM
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Default Re: Babylon 5 Mod

Back on topic: There's actually nothing wrong with most of the facilities for Single Player if they can be regarded as late tech for advanced /mature colonies.

With the exception of the Trading Port and Atmospheric Adjuster which I feel should be quick constructs.

However we need Smaller, Quicker constructed facilities that are purpose built for fledgling Colonies. We need mining facilities that can be erected in 2 or three turns by >100m, that don't have to be hard to destroy and don' produce massive amounts or have multi purpose abilities.

eg. Research Station; Mining Station; Organics Farm; Comms Relay Post; Gas Station.... etc.

I'd also like Listening Posts to have ranged scanning abilities and for Asteroid fields to have a low level cloaking effect on ships that "park" in them, so that we have to place satellites or have ships close by to inspect Asteroid for hidden ships. Early on in the game this would allow you to hide if you had a bad reaction to your diplomatic fumblings, with Dutchman with Polish Girlfriend, or other such folk.
..
I must be going mad did someone re-edit my edit??

[ June 17, 2004, 20:22: Message edited by: Nomor ]
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  #4255  
Old June 17th, 2004, 07:38 PM
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Default Re: Babylon 5 Mod

I talk to the trees...

A Question for the Mod guru's: How does one make troops have a maintenance cost of say 1kT organics per turn. I want to imply a requirement to feed and supply troop in the field.
At present there is very little forcing one to have any need for organic production over what the homeworld provides. Each troop regardless of "rank" should require some sort of maintenance cost and this might as well be organics.
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  #4256  
Old June 17th, 2004, 08:00 PM
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Default Re: Babylon 5 Mod

i dont think troops can be made into units that require maintaince. IMHO fighters, troops, mines, sats and weapon platform have no maintaince, which is hardcoded. I would be glad to here this is wrong though.
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  #4257  
Old June 17th, 2004, 08:44 PM
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Default Re: Babylon 5 Mod

How and where are the maintenance values for ships determined then?
I searched all the files I can think of but can't find any setting that could be manipulated...
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  #4258  
Old June 17th, 2004, 09:36 PM
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Default Re: Babylon 5 Mod

The only way to simulate maintanence on units is to set negative value for Generate Points Organics ability on units. However I don't think it would work on units in cargo. It has been discussed a while ago and don't remember the exact result of this. Try to search for latest patch wishlist tread. It should be where.

The default maintanence is defined by the
Empire Starting Percent Maint Cost := xx(25 in stock) string in the Settings.txt. You can adjust it directly on ship hull with Modified Maintenance Cost ability.

[ June 17, 2004, 20:42: Message edited by: aiken ]
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  #4259  
Old June 18th, 2004, 01:58 AM
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Default Re: Babylon 5 Mod

What would one have to modify to cut the build time for facilities? Costs (as in minerals, organics, radioactives?)?
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  #4260  
Old June 18th, 2004, 04:43 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Nomor:
How and where are the maintenance values for ships determined then?
I searched all the files I can think of but can't find any setting that could be manipulated...
This line in Settings.txt determines the base maintenance rate:

Empire Starting Percent Maint Cost
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