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  #4711  
Old May 17th, 2005, 05:46 AM
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Default Re: B5 MOD General

They have emissive/refractive/whatever silly name used armor that reflects/channels/whatever part of the energy from every hit back into space. Perhaps it was this?
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  #4712  
Old May 17th, 2005, 07:26 AM
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Default Re: B5 MOD General

Well, in the B5 Wars books they also have a shield ability shown at the Vorlon Dreadnought. So I assume they hold true to the movie/episode I saw it in.

Edit:
The Shadows have refractive/whatever armor though. No shields. It specifically states so at the ship descriptions. They use the tentacles of the ship to dissipate the energy of the weapons fired upon the ship.
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  #4713  
Old May 20th, 2005, 12:43 PM
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Default Re: B5 MOD General

Quote:
mottlee said:
Here are some....
CLOAKING NONE

SHEILDS NONE

COMPUTERS NONE

STELLAR MANIP NONE

PLANET UITIL NONE
Some of these are researched 1 or 2 levels and still say none, and this is not all of them.

have learned you DO NOT want to take GAS as your home planet type
Cloaking you should nevcer see (it requires physics level 3 and 2 is the max level for physics)

Shields does not exist in the techarea file (yours should have 13 changes noted at the top - if not, then download my mod and over-write the one you are using.

Computers lead to Advanced Planetary Weapons

Stellar Minipulation is there, but will be removed in the next round.

Planetary Util does not exist.

You definately do not want to make up races for this mod. It is heavily (and deliberately) skewed in favor of oxy/rock planets.

As an addendum, people should make sure they are not using any racial AI_DesignCreation, AI_Construction_Vehicles, or AI_Construction_Facilities. The only AI files that work for those right now are the default AI ones.
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  #4714  
Old May 20th, 2005, 05:16 PM
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Default Re: B5 MOD General

Hey Grumbler! Long time no "see". How's life going?
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  #4715  
Old May 22nd, 2005, 07:37 PM
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Default Re: B5 MOD General

Tim, things are going well as the school year winds down. All I need now is some playtest feedback on the mod, and I am ready to wrap it up (pending whatever you want to do).
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  #4716  
Old May 23rd, 2005, 05:47 AM
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Default Re: B5 MOD General

Great to hear Grumbler.
I'm still busy making my way through graduation, there have been some bumps in the road.
I'm also starting to learn Newtek Lightwave. It's really cool. If you search the web, you can find a Whitestar tutorial. I'm currently busy with that.
For some reason I'm not as motivated to start on the weapons for a B5 Mod. Very strange, because I only have to type in the numbers. Maybe some time with a nice lady can give me the energy I need to start working on it...
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  #4717  
Old May 23rd, 2005, 07:12 PM
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Default Re: B5 MOD General

Quote:
grumbler said:
Quote:
mottlee said:
Here are some....
CLOAKING NONE

SHEILDS NONE

COMPUTERS NONE

STELLAR MANIP NONE

PLANET UITIL NONE
Some of these are researched 1 or 2 levels and still say none, and this is not all of them.

have learned you DO NOT want to take GAS as your home planet type
Cloaking you should nevcer see (it requires physics level 3 and 2 is the max level for physics)

Shields does not exist in the techarea file (yours should have 13 changes noted at the top - if not, then download my mod and over-write the one you are using.

Computers lead to Advanced Planetary Weapons

Stellar Minipulation is there, but will be removed in the next round.

Planetary Util does not exist.

You definately do not want to make up races for this mod. It is heavily (and deliberately) skewed in favor of oxy/rock planets.

As an addendum, people should make sure they are not using any racial AI_DesignCreation, AI_Construction_Vehicles, or AI_Construction_Facilities. The only AI files that work for those right now are the default AI ones.

IF you never see it why have it in the list????? makes people (me) research them for nothing
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  #4718  
Old May 24th, 2005, 08:51 AM

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Default Re: B5 MOD General

Cause you cant shoot projectiles down, you should add some shield points to PDC and Defense Grid and that kinda weapons.
Not much, but some.
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  #4719  
Old May 25th, 2005, 04:07 AM
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Default Re: B5 MOD General

Quote:
mottlee said:
IF you never see it why have it in the list????? makes people (me) research them for nothing
Well, to be honest, beause there are literally thousands of posts on this mod, and I have tried to do as little damage to the original mod as possible while making the improvements I think the mod needs (like engine mounts and a coherent weapons policy).

This is not my mod to do with as I please. It is a collaberation with people who are better than I am at modding this game, but who have other interests.

In short, it is a work in progrss. Please make suggestions for improvements, because what exists is just what various people have suggested over time. I do not think any definative version will be created before the mod is overtaken by the next version of the game, but it is fun to play with the "what ifs" and the AI.
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  #4720  
Old May 25th, 2005, 06:09 AM
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Default Re: B5 MOD General

Grumbler:
You said it right. You do not own the mod, but then again, none of us (except Val or course). But because the long absence of Val I think it's more than reasonable to say we (the people who contributed to the further development of this great mod) are all a bit owner of it and they can make changes to it as they please. Unless people have serious objections to the changes.
So go ahead an consider The Mod as your own and make changes to it as you see fit. But be sure to mention them here, so we can discuss them if the situation requires it.
Damn, this really sounds official. Of course it isn't that serious and by no means I'm trying to set the situation to my hand.
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Brent in Plaver vs. Player
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