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  #4791  
Old July 9th, 2005, 03:40 AM
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Default Re: B5 MOD General

Quote:
mk776 said:
Found it right after I posted here. Thanks again.
Hi, welcome to the forums. For galactic conquest, push the shiney red button...Shiiinneey...
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  #4792  
Old July 12th, 2005, 01:18 PM

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Default Re: B5 MOD General

Thank you for the welcome. I've pushed the shiny red button several times. Guess I'll have to wait for the delivery of my new Illudium Q-36 explosive space modulator in order to conquer the universe...
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  #4793  
Old July 12th, 2005, 01:31 PM
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Default Re: B5 MOD General

Next time Gadget, next time!
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  #4794  
Old July 16th, 2005, 01:13 PM
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Default Re: B5 MOD General

Any comments on the race/weapons matrix? Changes are easy at this point, but become virtually impossible once the race weapons are assigned to components, techarea, and AI_Research files.
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  #4795  
Old July 17th, 2005, 12:16 PM
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Default Re: B5 MOD General

Wow, sorry for not replying to you about the weapons Grumbler.
I'm busy setting up a watercooled system at the moment.
I'll take a look at the file and post my comments here. I'll restrict myself to what you've displayed in the file. You'll hear/read from me!
BTW:
Thanks for putting some effort in The Mod again! Greately appreciated.
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  #4796  
Old July 25th, 2005, 01:23 PM
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Default Re: B5 MOD General

Grumbler,

I finally found the time to go over your suggestions for the weapons. I have a few things to say about it.

1) I threw out ballistics. They're just missiles and a missile can have different warheads (AntiMatter, Plasma, Matter, etc)
2) You forgot Gravitic weapons

Currently I'm doing some work on the Weapons Sheet in my sig, so expect an update pretty quickly.
And thanks for firing my enthusiasm again.
We'll talk via e-mail, alright?
If you've lost my e-mail adres, just click on my name.
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  #4797  
Old July 28th, 2005, 09:54 AM
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Default Re: B5 MOD General

Tim,

Gravitic weapons didn't really exist in the mod as it was and I couldn't think of anything unique for them to do, so I dropped them (yeah, they could push or pull, but that seemed a fairly feeble capability).

I will think about the missile warhead idea. If we go that way, the cost for warhead development will probably need to rise. As is, increasing missile tech gets marginally better warhead size, missile speed, range, and eventually reload time. Those all seem like worthwhile improvements. Note that ROF starts at 3, not 2, since the fire-every-turn advanced seekers proved unbeatable in the mod as it was.
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  #4798  
Old July 28th, 2005, 11:44 AM
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Default Re: B5 MOD General

Yeah, the missiles were pretty superior so far. Maybe throwing in some decent anti-missile weapons early in the game. Look at Deathwalkers D2-Gold mod. Some very usefull anti-missile weapons have been used in it.
About the gravitic weapons. My thought (maybe far too uncreative and simple) was to implement every weapons class (AM, EM, Gravitic, Ionic, Laser, Matter, Molecular, Particle and plasma) and just make them like ordinary weapons and just some of them will have special abilities. Like the mass driver, it can destroy a moon (when of sufficient level). Basically the weapons are just the same but with another name. But I created the weapon creation sheet with minor differences between the weapon classes. This gives a tiny bit of difference between the races and weapons.
I'll mail you an similar scheme like you've made of the distribution of the weapons. I can't say when I can mail it, but I'll do my best to do it before the end of this week. With a little bit of luck I have a very special friend comming over...
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  #4799  
Old July 28th, 2005, 03:03 PM
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Default Re: B5 MOD General

Grumbler:
I've send you the mail I promised.
Feel free to flame me...

The races mentioned in your file here (a few posts down) lists some races. I like the choice, but let's erase the Ancients. They are work for later.
And how about the whole business about the Hyperspace Jumppoints? I can remember they were good for something, but please explain to me again what they supposed to do.
And I also remember something about a special Hyperspace grid. What's with that? How does it work and what does it do? I know it's there becasue the graphics are available in The Mod directory.

Damn, I sound like a noob. I've been out too long. Shame on me. Long live Grumbler for pulling out of my slumber.
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  #4800  
Old July 28th, 2005, 04:12 PM
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Default Re: B5 MOD General

My FTL map (see sig) has a nice hyperspace setup. Jump to/from any system, with travel time directly proportional to distance. You can even spend two move points to jump from one side of a system to the other.
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