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  #4671  
Old April 15th, 2005, 12:36 PM

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Default Re: B5 MOD General

Personally, I like the way that reactors store supplies. It means that you have to really worry about "lucky" hits. In earlier versions, I remember cursing on several occasions as my rather large, powerful reactors got hit early on (by accident) and leaving my ultra-powerful ship dead in the water. Its a nice dichotomy.
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  #4672  
Old April 15th, 2005, 01:21 PM
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Default Re: B5 MOD General

Yeah, having the supplies stored only in reactors and not the engines themselves is a nice affect. I personally don't like the supplies being completely refilled every turn, but that is just me.
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  #4673  
Old April 15th, 2005, 07:40 PM
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Default Re: B5 MOD General

IF, it is a signature part of the mod that supplies are restored after each turn. I have not touche it for that very reason. It would take some justification to make any change, but that just means the ball is in your court. Why should energy supplies NOT be restored every turn, given what we know of the B5 universe?
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  #4674  
Old April 15th, 2005, 08:16 PM

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Default Re: B5 MOD General

If you set engines to use 0 supplies, do you still drop to 1 movement when the supplies are gone?

After all, if supplies are filled up each turn there's little point to the engines having supplies at all..
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  #4675  
Old April 15th, 2005, 08:25 PM
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Default Re: B5 MOD General

Phoenix-D: Hey; might that work?


I note that most of the info on Listening Posts and Military Outposts is missing so we have to guess all of their relevant functions.

I can remember though that there was no range to the scanning levels which I thought made things too easy. Can we not make the scanning based on range , starting at say 2 sectors and increasing with tech level.

Also I hoped that ships sitting in an Asteroid Belt ,and not moving, could be invisible to the opposition, unless they were in range of say a Listening Post or a Ship with some level of scanner.

This would fuel the need for overlapping Listening Posts or stationing a ship or satellite to watch your local Asteroid Belt.

Ships could hide in Asteroid Belts for ambush or if damaged and in hiding pending the arrival of a Repair Tug..

I think the AI might even be able to use this as there were sectors in the basic SEIV game that where opaque to some types of scanners.
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  #4676  
Old April 15th, 2005, 08:55 PM
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Default Re: B5 MOD General

Phoenix-D said:
If you set engines to use 0 supplies, do you still drop to 1 movement when the supplies are gone?


Yes, movement still drops to 0. Check out solar sails in mods such as Pirates & Nomads and Adamant. They are exactly that, "engines" with 0 supply usage and 0 supply storage (at least in Adamant; I forget whether they store supplies or not in P&N). You must add a supply storing component to get more than 1 movement, even though the solar sails will use no supplies when the ship moves. When the ship later runs out of supplies through weapons fire (or cloaking devices, etc.), the movement rate will drop to 1.

Grumbler said:
IF, it is a signature part of the mod that supplies are restored after each turn. I have not touche it for that very reason. It would take some justification to make any change, but that just means the ball is in your court. Why should energy supplies NOT be restored every turn, given what we know of the B5 universe?


Ships still have to go back for supplies periodically in the B5 universe. Anyways, I wasn't speaking from any canonical viewpoint, more of the gameplay aspect. I personally think that gameplay is always far more important than canonical concerns. The replenishment of supplies every turn removes one of the important strategic aspects of the game. In other mods and the stock game (to a lesser extent), managing supplies can be a crucial factor in overall strategy. Sure, you can run out of supplies during a turn in the B5 mod, but this is not really relevant when you can just add another reactor or two to get far more supplies than you need. This is also why I am not too fond of the "quantum reactor" ability... That's just my opinion; take it as you will.

Nomor said:
I can remember though that there was no range to the scanning levels which I thought made things too easy. Can we not make the scanning based on range , starting at say 2 sectors and increasing with tech level.


Sadly, the long range scanner ability with range limits (ship LRS in stock) is not useable on facilities. The facility LRS ability has no range limit. Further, the cloak detection abilities (ie: tachyon sensors) have no functionality for limited range; they always affect the entire system.

Nomor said:
I think the AI might even be able to use this as there were sectors in the basic SEIV game that where opaque to some types of scanners.


I do not believe the AI is capable of making effective use of cloaking storms (or asteroids or planets, etc.).
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  #4677  
Old April 16th, 2005, 03:16 PM
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Default Bold lettertypes

Everybody seems quite fond on bold lettertypes these days...
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  #4678  
Old April 16th, 2005, 05:28 PM
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Default Re: Bold lettertypes

It makes more compact posts than using the quote tags.
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  #4679  
Old April 16th, 2005, 09:05 PM
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Default Re: Bold lettertypes

I thought to would help you to see the wood in all the trees .

Are you just trying to up your post count again? Colonel?
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  #4680  
Old April 17th, 2005, 07:04 AM
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Default Re: Bold lettertypes

Yeah sure, why not. Posting useless posts are one of my strong points. How do you think I got this amount of posts? I sure as hell haven't posted that many usefull comments...

I really like it that this thread is living up again. Quite soon I'll start work on the weapons. I just need to figure out a nice formula for the accuracy. Maybe someone has a few good ideas?
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