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  #4521  
Old February 9th, 2005, 05:48 AM
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Timstone Timstone is offline
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Default Re: Babylon 5 Mod

Nomor:
Hahaha... LOL!!! That's very funny. I like your answer.

Grumbler:
Come on Grumbler, don't say that. The Mod can work out just fine. Look at it this way:
Starfuries can be given a different loadout, missiles to hunt fighters and bombers or heavy missiles and bombs to attack capital ships.
Please stick with us and try the finished mod aty least one time. You know your opinion has always been respected, don't quit on us now.

RagsX:
Last night I send you an e-mail about the fighter issue. I misread about the Frazi fighter, I mistook it for the Drazi race. The name you gave (Golgath or something), you acctually meant the Gorith. That's correct, the Narn used them as a bomber sort of fighter. Ah well, my e-mail is understandable nonthe less.
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  #4522  
Old February 9th, 2005, 01:04 PM
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Default Re: Babylon 5 Mod

Yes indeed i got your email and understood it. I didnt noticed grumblers latest post, thats the reason i didnt started arguing yet.
At any rate, i dont feel like argueing right now.

Simply said, i expect the "new" mod to reach more players than the old revision, i for one dont really care about grumbler that much, since he already told me on several occasions that *his* b5 mod is the right one and the one *i* work on is literally crap. Simply as it is, i dont care. May sounds insulting, but i guess its okay to say that.

Just on a random note, grumbler, if you the time and will, check the AoG miniatures, check b5tech.coms links libary and you will be sure stumble across the Tishat minbary bomber. Maybe it was even called Tishiat or something, but im pretty sure i read about a bomber sometime ago somewhere. Lastly, check the armada 2 babylon 5 mod i mentioned. Up to now, it is the most complete and best babylon 5 mod/game reference you will find anywhere. It IS okay to include things not definitly mentioned by *JMS*.
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  #4523  
Old February 11th, 2005, 11:25 PM
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Default Re: Babylon 5 Mod

Quote:
Ragnarok-X said:
It just makes sense. Starfuries arent meant to bombard capitalships, thats work for the Thunderbolts. The Minbari have different classes of fighters as well, with the Nial being the superior fighter. There is the Tishat as well, which is some kind of precessor of the Nial. They have some kind of bomber as well, i just dont remember its name. I think the narn have the Frazi and something which is called Gorith or something.
In addition, its not necesarry to go canon all the way. Lastly, there is one major B5 mod, for a game called Armada 2. The mod took several years to complete, and they have included different "kinds" of fighters as well. I dont see a reason why our mod should include that feature as well. Look at modern fighters, we have specialized fighters and bombers as well.
In the B5 Fleet Action Supplement,My Enemy... My Ally, the TISHAT MEDIUM FIGHTER came into service in 2050. It has Interceptor level 1, which makes it a Dogfighter, not a ship killer (bomber).
It is a 200+ year old design as of 'present day' B5 (2260ish).
Starfuries are actually multi-role fighters. Fighter and ship killers equally. Thunderbolts are also multi-role but slightly better at dogfighting than Starfuries. These statements are based on the stats in the above mentioned supplement. I guess the upshot is that these fighters show a development line. Once a new design comes out, it totally replaces the previous design. They are not meant to complement each other but to replace the previous shotcomings.
It would be better to stay as close to canon as possible.
I am in favour of streamlining the original mod but not at the expence of losing the character of B5 as we have seen it on our TV's. We want to fight wars in that universe.
I would think finding a simple answer for problems would make for a more rewarding game.
I dont mean to compare but I have to say that Atrocities Star Trek mod is simple, elegant and accurate enough to make you feel like you are playing a Star Trek game. Not so complicated that you have to guess what type of armour is best for my battleship! The KISS theory has always been the best IMHO. (Keep It Simple Silly)
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  #4524  
Old February 12th, 2005, 12:29 AM
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Default Re: Babylon 5 Mod

Exactly
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  #4525  
Old February 13th, 2005, 10:38 PM
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Default Re: Babylon 5 Mod

If anyone needs more race images, there is a nice website http://www.hot.ee/b5races/B5races.htm that I just ran across that has a great number of them, many unnamed (at least in the episode).
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  #4526  
Old February 13th, 2005, 11:02 PM
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Default Re: Babylon 5 Mod

In times like this, it's always a good idea to use the canon cannon.
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  #4527  
Old February 13th, 2005, 11:32 PM
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Default Re: Babylon 5 Mod

All I care about at this point is to see a components mod with decent specialized weapons for each race and some racialized facilities. Other than that, I play right now with a very workable mod, in which i have to work to be a top 5 (points-wise) race by turn 200. Worst case for me is the time it takes to recreate existing weapons in a systematic fashion. And right now, in my version of the mod, everyone but the EA is actually quite competitive until turn 200 or so.

There are some AI-research issues with what I have posted so far, but as they cannot be found except by playing a variable-human game to turn 200 or so, I will wait until I have something comprehensive (or Se-V comes out, whichever happens first).

Nothing I come up with will apply to the Ragnarok-X mod, of course. His mod will have to use his AI. But maybe I can update the version that precedes his. Time will tell.
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  #4528  
Old February 13th, 2005, 11:34 PM
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Default Re: Babylon 5 Mod

Oh, and Pathfinder, if you still follow this thread: the more I muck about in your AI mods to the files, the more impressed I am with your work. How did you find the patience?
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  #4529  
Old February 14th, 2005, 09:30 AM
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Default Re: Babylon 5 Mod

Pfhew, a little break during this period of hell.

Thanks everybody for the feedback. It's always a good thing to hear other opinions. I don't know how far they will be implemented, if at all, but it's good nontheless to hear everybody's voice.

Grumbler:
Thanks for sticking around anyway, I appreciate it. Thumbs up!
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  #4530  
Old February 14th, 2005, 02:03 PM
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Default Re: Babylon 5 Mod

Nice, opinions at last !
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