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  #4391  
Old December 29th, 2004, 03:33 PM
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Default Re: Babylon 5 Mod

Ironman, no offense, but what was the point in posting "your" facility.txt.
I already post the one which will most probably make it, unless Timstone disagrees. In addition "your" file was just a slightly changed Version compared to the current one.
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  #4392  
Old December 29th, 2004, 09:18 PM

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Default Re: Babylon 5 Mod


ya i know but i'm still a newbe modder not a great modder like
others out there

just like playing not modding

but I'm trying to do my own mod (it"s simple) based on Traveller (the old d6 ver.)
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  #4393  
Old December 30th, 2004, 12:45 AM
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Default Re: Babylon 5 Mod

Starting simple is the best way to do it most of the time. Seeing progress is encouraging, and you get to play too
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  #4394  
Old December 30th, 2004, 05:38 AM
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Default Re: Babylon 5 Mod

RagsX:
You posted a very nice set of facilities. Please go ahead with the rest.
I'm busy with the techarea.txt, but I forgot to bring my usb stick with me
Now I can't work on it during worktime
Ah well, tomorrow I have the whole day to perfect it and add a few better descriptions.
I also will chose the first races to do the tech (weapons and components) for. This will help to decrease the initial workload for us. Tomorrow I'll send you a mail again.
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  #4395  
Old December 30th, 2004, 03:04 PM
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Default Re: Babylon 5 Mod

Well, just a question. Yesterday i emailed you two times, i hope you received those emails ? Because your post seems like you didnt received them. Please tell me
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  #4396  
Old December 31st, 2004, 10:55 AM
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Default Re: Babylon 5 Mod

Ok, attached is the most up-to-date facility.txt It now features almost "final" costs, and a LOT more facilites. Take a look at it if you like. Opinions are welcome !
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File Type: txt 320945-Facility.txt (67.0 KB, 129 views)
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  #4397  
Old December 31st, 2004, 02:58 PM
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Default Re: Babylon 5 Mod

I have attached a file with numerous spelling and grammatical errors fixed.

You need to pick either the American spelling of "center" or the British spelling of "centre" for the sake of consistency. Distribution Centre and Medical Center should use the same spelling of the word.

Why do intelligence facilities (especially the "bonus" ones) provide so many intelligence points?

"Agents perform training worth 700 intelligence points per cycle."
Should training really be what is providing the intelligence points?

Distribution Centre (annoying British spelling ) ability tag might be better off saying something like this:
"Distributes resources and makes them available for use throughout the empire."
instead of:
"Distributes resources and makes them available for the empire."

Fuel Dock ability tag might be better as:
"Resupplies all vessels that dock at the planet."
instead of:
"Allows vessels to get resupplied when docking at the planet."

The reference to storing "hard," "soft" and "power" resources in the storage abilities of the resource producing facilities might be confusing.

What is "Restricted Radiationing" supposed to be? It seems that if you reduce the radioactives level, value should decrease.

Descriptions such as these in various facilities are redundant:
"Provides storage space, increases resource storage by 17500 each."
Could possibly be simplified to:
"Increases resource storage by 17500 per resource."

You might want to place the Planetary Outpost at the end of the list for that family. This will cause it to be displayed when "only latest" is enabled (or is it "hide obselete?"), and it will still upgrade properly to the Planetary Settlements and such. Take a gander at the ordering of Space Yard Expansions and the Projects in the latest Adamant files. You should also make a note that it should be built after the Space Yard, since it will not "Increase construction rate with 150 units," it will reduce construction rate to that value if there is no Space Yard on the colony.

Miscellaneous changes I made:

The Medical Center I and II had the Robotoid Factories inbetween them.

Medical Center ability description is awkward. I suggest:
"Improved health of the general population increases the system-wide reproduction rate by 7%."

Shield Generator facilities had discrepencies in the ability tags and ability values. I updated the descriptions to reflect the value of the abilities.

Shield Generator facilities had odd cloaking abilities, which I removed:
Ability 2 Type := Cloak Level
Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0

Robotoid Factory ability description had "in the system" added to it.

"Deep Mining Thriller" is now "Deep Mining Driller."

"each 10 cycles" in various descriptions replaced with "every 10 cycles."

Deep Mining Driller, Harvesting Robotics and Thermonuclear Reactors descriptions did not end with a period.

Cargo Warehouse III ability description changed from 17500 to the correct 22500.

"Increases construction rate with 375 units" was replaced with "Increases construction rate by 375 units."

Megalopolis construction abilities were incorrect. Its description was updated to be in line with the Settlements (ie: "units of each resource" instead of "resources each").

Also for Megalopolis, "Allows the storage 5000 resources each." fixed to be "Allows the storage 5000 resources of each type."
Attached Files
File Type: txt 320996-Facility.txt (66.5 KB, 135 views)
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  #4398  
Old December 31st, 2004, 09:28 PM
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Default Re: Babylon 5 Mod

Also for Megalopolis, "Allows the storage 5000 resources each." fixed to be "Allows the storage 5000 resources of each type."

Shouldn't that be "Allows the storage of 5000 resources of each type"?
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  #4399  
Old December 31st, 2004, 09:29 PM
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Default Re: Babylon 5 Mod

Probably.
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  #4400  
Old January 1st, 2005, 09:36 AM
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Default Re: Babylon 5 Mod

Thanks a bunch, will look at the modifed file in a few minutes.
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