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  #421  
Old March 16th, 2002, 09:46 PM
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Default Re: Babylon 5 Mod

Um, any miniaturized components are copy-and-divide jobs.
The budget/premium mounts need to be avoided, due to the armor system used here.

The Pirate/Nomad techs use the racial traits "Regular", "Pirate", and "Nomad" as well as the tech areas "Not A Pirate", "Is A Pirate", and "Is A Nomad"
"Not A Pirate" should be renamed "Is A Regular".

Any techs & components can then require one of those areas.


PS: Also, an update to the armor, Here. Hmm. If that dosen't work, try here.
All five files have changes throughout.

Armor Plan:
--------------
The armors already submitted are "Inert" armors, requiring Armor 1, plus various other techs to upgrade various characteristics. Forms a 5x6x3 matrix tech.

Armor 2 will provide for "Passive" armors, another 5x6x3 matrix tech.
Passive armor will be scattering/refractive/channeling/conductive/emissive armors.

Armor 3 will allow "Active" armor
- mobile armor, self-healing armor, (need some help with names!)

Ancient race techs will start at level 2 or 3.
Shadows work on super-powerful Passive, with minor active abilities, while Vorlon go for more active abilities and less Passive abilities.

The ancient gift armor can be moderate-Passive to low-active range tech, so they provide a major advantage at first, but other races that maintain research into armor can pass you in the long run.

- Research into physics 3 / gravity manipulation can provide some low power field-effect defenses. Actual power will be fairly low, to avoid stacking and invulnerability concerns.

[ 16 March 2002: Message edited by: Suicide Junkie ]

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  #422  
Old March 17th, 2002, 01:55 AM
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Default Re: Babylon 5 Mod

Another update:
I've typed up the first two levels of passive armor (scattering and refractive).
They can be found Here .
I'm currently using the inert armor primary/alt images for the scattering, and the rainbow stuff for refractive.
The shadow armor will look good as emissive or conductive, but I'm still stuck for the other two.

Val, would you mind creating some more armor images?
- An armor with ridges or veins crossing the tiles for the energy-channeling armor. Scaling up the texture on the shadow armor until you can see the lines weaving across the surface might look good.
- Then, a shadowy armor perhaps with the middle tile stretched into a spike (glowing tip?) for the emissive. Or something.

I'd like to save the gold, blue and green for the active armors. The reddish one could fit in there too.

Suggestions are always welcome!
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  #423  
Old March 17th, 2002, 03:23 AM

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Default Re: Babylon 5 Mod

SJ:

Not a prob, I'll make some other armors next week

Also, needed your help with the AI using the reactors/Engines. I know you've said to add useless abilities and make the AI require them - could you make a sample to show me how this works? Just take the Fission Engines (Light and Medium) and show me a sample, please
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  #424  
Old March 17th, 2002, 03:45 AM

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Default Re: Babylon 5 Mod

What Tech Areas/Levels should be added for the passive armors?
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  #425  
Old March 17th, 2002, 07:02 AM
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Default Re: Babylon 5 Mod

The tech areas are included in the area I linked to. (Here)
ALL the files in there have been tweaked, including some of the older ones. The tech updates you need are all in there.


Here, the small engines are called for by using intel point generation, and the large engines by research point generation.

Remember that your supply of useless abilities is very limited, and only some can be used to "rank" various techs for the AI!
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  #426  
Old March 20th, 2002, 05:18 AM
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Default Re: Babylon 5 Mod

quote:
Tech Areas.
I think we are a bit short on general research areas.
The pure research kind of area, one that can be applied to many fields.
IMO, we need more areas like Physics, industry, construction, engineering.


I've been thinking about this, and so here are some of my ideas on non-biological, non-combat techs

Quantum Mechanics Branch
- Technology: Quantum Computation
- Facility: Multiple-Realities Research Centre, increased research Ratings because all of your researchers in all realities are working on the problem for you!! Multiple levels and link into the Applied Research field. Don't worry, all the other yous in all the other universes will also benifit from your scientists' hard work.
- Facility: Quantum Defence Calculator, the computer calculates all possible outcomes of combat in all universes, resulting in increased defences for all of your ships in the quadrant or the system (level dependent?)
- Facility: Quantum Sociology Predictor, I can't remember the SciFi series clearly, but the Uberscientists made a computer that could predict the actions of all individuals for several milenia into the future, resulting in stability and happiness... well until the predicted uprisings and civilizational decay started up
I can only see this amount of processing power coming from a quantum based computer. Increased happiness? Population growth? Decreased bad intelligence probability? All of the above?

Low/High Temperature Physics
-Technology: High Temperature Superconductor
- Facility: Planetary Power Recycler-Capacitor, the power grid is constantly charged with no power losses due to superconductivity. As a result, unused power can be shunted around the world to where it is needed (eg. the daylight side where everyone is awake and working), or it can be stored until needed. The Recycler-Capacitors would increase the "radioactive production" by 20 - 30% by eliminating wastes & provide some degree of "radioactive storage" in the power grids.
- Component: Ship Power Recycler-Capacitor, reduced maintenance due to lowered energy waste. Move over nomads!
- Component: Super-Conductive Nacelles, a Version of each engine that would have a superconductive power network, resulting in significantly less waste/consumption of supplies. Perhaps only engines at level 3, 6, 9, etc (ie Last Version of the engine series) should recieve this upgrade. Obviously more expensive to build... but think of the milage, all the way to Alpha Centauri on a single tank of gas!

quote:
Geology... Meteorology (Req'd before researching conditions improvement/terraforming?)


Absolutely !! Planetary geology could be a requirement for lvl 3 mining (mines minerals from the deepest levels) and for lvl 3 radioactive processing. Astro-geology could be an offshoot needed for remote mining, or perhaps it would give more efficient remote mining components (which are currently useless for anyone except Pirates and Nomads IMHO). Good idea on meteorology... to bad there can't be separate requirements for ice, rock and gas planets!

See the next post for GMO's and advanced agriculture, genetics and other biotechnologies.


[ 20 March 2002: Message edited by: jimbob ]

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  #427  
Old March 20th, 2002, 06:05 AM
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Default Re: Babylon 5 Mod

I don't think the multiple realities thing is really nessesary. It doesn't seem very appropriate for the B5 universe either.

What you could do, is get quantum computers specially designed for each of those tasks. Quantum computers get the whole infinite monkeys on typewriters effect in a single universe.
The quantum computer works by doing all the calculations at the same time on the same bit of equipment, IIRC.
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  #428  
Old March 20th, 2002, 03:38 PM
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Default Re: Babylon 5 Mod

That's what the whole thread here is about!
You can probably get the most out of the shipsets and AIs at this point, but the components and vehicle sizes and stuff are pretty good for simulated combats.

Val's homepage has links to everything.
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  #429  
Old March 21st, 2002, 02:58 AM

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Default Re: Babylon 5 Mod

Hello,

I am new to SEIV and don't really know what I am doing, but love B5. Is there a way of modding the game to use B5 races, space ships etc???

Andy
PS Please type your reply slowly, I don't read too fast :-)
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  #430  
Old March 21st, 2002, 06:31 AM
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Default Re: Babylon 5 Mod

Suicide:

Ahh.. the multiple universe thing, isn't that one of the philisophical explainations of what superpositional states actually are? Is it the Copenhagen interpretion that suggests that every possible outcome should and does actually occur, resulting in an infinite number of product universes? (I might have the wrong interpretation here)

If a quantum computer turns out to be plausible, it would philosophically (or weirder yet, perhaps actually) calculate via superpositional states... which are actually all the possible universes.

Hey I'm not a physicist, but I'm pretty sure this is a standard, if not scary interpretation of quantum physics.

If this were so, then it wouldn't be the computer calculating something, it would be all possible universes worth of that particular computer calculating something. Now, I'm not sure if it makes for a good disaster predictor or combat predictor, but those quantum graphics cards will kick *ss!
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