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  #4481  
Old January 14th, 2005, 05:39 PM
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Default Re: Babylon 5 Mod

Quote:
grumbler said:
My ideas on the races, in general:

1. EA is good at diplomacy but is poor in research (witness the use of the same Sensors that failed in the EM war ten years later, plus look at the fleet that went out in Into the Fire and not that ONLY the EA ships still had rotation for gravity).

2. Minbari should be better than EA at telepathy and economics (b/c money never enters into any minbari decision-making) but ships should be much more expensive to build and maintain (after all, the whole race knew about the destruction of ONE FLIPPING SHIP!)

3. Pak'ma'ra should have cheap ships and great intel, but poor research. No one "officially" notices the Pak'ma'ra.

4. I think the Drazi would be diplomatically limited but economically advantaged.

5. The Narn semed a bit militarily hapless, but bred like rabbits.

6. The Centauri, on the other hand, should have little pop growth except under the most favorable circumstances, but plenty of bite when pushed.
1 - Don't forget the Humans are a much much younger civilisation than the Minbari when it comes to Space Faring & Space Combat. Tho technologically slightly inferior to the Minbari in the series, the Humans catch up really quickly.
EA should have slightly less research then the Minbari, but not much. EA's strength (in my opinion) would indeed be in the direction of Diplomacy and Trading as well as Ship Offense. Intelligence should have a slight penalty as the human's have an open democratic society which is very open for infiltration. And easely forgotten, humans seem to have a natural gift for stripping worlds dry of their resources, being very skilled miners/refiners.
Just my 2 cents tho.

2 - Minbari should be Psychic.

3 - I would agree with you on the Pakmara

5 - I don't agree there. Narn are very skilled warriors and very dangerous as they have a complete disregard for their own safety. I would say they are Deeply Religous + Zaelots in that perspective. I would give them a high Ship Offense bonus but a Ship Defense penalty. Not sure on the breeding, perhaps there are details on their exact biological cycle somewhere in JMS works, I haven't really looked into that. A ground combat bonus would possibly be a good idea for Narn.

6 - The Centauri should be skilled traders/merchants with a high maintenance reduction to their ships.

Just my opinions, feel very free to disagree
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  #4482  
Old January 14th, 2005, 07:11 PM
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Default Re: Babylon 5 Mod

RagsX:
Hahahaha!!! You've just run into the infamous point where the one becomes a zero again. The veterens here have dubbed it a propper name which I do not know, but the effect is quite clear to me. Bleh...
Ask Pathfinder for the whole history of his solution, this NORMAL game function (it is absolutely no bug)drove him almost insane (a flare for the dramatic....).

I'm off to bed now, I'm exhausted.
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  #4483  
Old January 15th, 2005, 04:09 AM
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Default Re: Babylon 5 Mod

Quote:
The Megalopolist doens't have any of those things.
I'll give a list of what the computer always tries to implement:
- Ship Yard
- Resupply Dock
- Space Dock
It searches for those things according to researchpoints. So if the computer has to chose from two buildings with the same stuff on it, it choses the one wich costed the most researchpoints.
Maybe the problem is easily solved by giving the Megalopolis one of these qualities, the best one is the resupply quality. I'll do some test with that tonight.
This is wrong. Like many other things, the actual selection of homeworld facilities can be found in SEIV Modding 101:

http://se4modding.spaceempires.net/M....html#Chapter6

Quote:
Ragnarok-X said:
p.s. About that 31-engines thingy you mentioned. I dont understand. I just created an dreadnought with 50 engines without any problem at all. Then when i went to add the 52th engine, it lost 2 movement points ??! Bug ?! Could someone explain the deal here ?!
There is a limit of 255 standard movement points that a ship can have. If you go over 255, the value resets to 0 and starts over. You will want to read the chapter on Quasi-Newtonian Propulsion:

http://se4modding.spaceempires.net/M...orial.html#QNP
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  #4484  
Old January 15th, 2005, 04:57 PM
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Default Re: Babylon 5 Mod

My dear Fyron,

Correct me if I'm wrong, but didn't I just said that too?
(About buildings on the homeworld).
Anyway, If I didn't put too clear, I still meant that.
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  #4485  
Old January 15th, 2005, 05:04 PM
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Default Re: Babylon 5 Mod

No, because you said it chose based on research points, which is wrong. It is merely tech levels and position in the file that determine what is used for the valueless abilities, and _only_ production capability for the valued abilities (well, and technology in the sense that you have to be able to build the facility for it to be a homeworld facility).
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  #4486  
Old January 15th, 2005, 05:20 PM
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Default Re: Babylon 5 Mod

In this thread I posted a message a long time ago (about a year ago) and I said the exact same thing about the buildings. Back then I didn't hear you about it, so I assumed I was right.

I was lead to this conclusion (about the buildings) because of the B5 mod. I did some simulations with different buildings and I discovered when I had two excactly the same buildings, the computer chose the one wich required more researchpoints. Maybe I pulled the wrong conclusion, because your statement can also be true.
One building higher in the researchtree also requires more researchpoints (unless you've modded it to be cheaper).

Hmm... maybe worth doing some more experiments... if I had the time.
Ah well, doesn't really matter who is right (well it does, but not tonight).
Sorry if I sound a bit angry. I'm really tired and I want to go to sleep.
Signing off for the night (it's really early here; 21:15), but I'm really tired. See ya guys!
Thanks for the pleasant conversation Fyron!
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  #4487  
Old January 15th, 2005, 05:53 PM
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Default Re: Babylon 5 Mod

Once in a while, do a test game with low tech start and it will work In the meantime, please reply to my email, especially about my deletation of your weapons (partly)

cya
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  #4488  
Old January 16th, 2005, 02:05 PM
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Default Re: Babylon 5 Mod

Sorry for not responding to your e-mail. I was content with your explanatiopn, so I didn't reply to it. Monday I'll reply to it.
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  #4489  
Old January 16th, 2005, 02:11 PM
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Default Re: Babylon 5 Mod

No big deal. Apart from that, i just made small with high tech start and made a few combat simulations. One 1100kT ship, heavily armored and 8x massive sized medium laser weapons against two fast, high defense 200 kT ships, loaded with shortrange bLast cannons and one 500kT with medium sized lasers. Was really funny. Great weapons so far. Im looking forward to see Heavy lasers and stuff GREAT !
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  #4490  
Old January 17th, 2005, 05:56 AM
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Default Re: Babylon 5 Mod

The weapons you've received are the only weapons every race is able to get. Every race will have his own weapons (there might be shared weapons, but that will be only a few), this to put presurre on the player to research it's racial weapons.
This week I'm very busy with two final tests, so next week will be the week when I get back to the B5 Mod again.
Have you choses a start screen yet? Maybe our resident masterartist David Gervais is willing to make one?
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