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  #691  
Old May 10th, 2002, 11:30 PM

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Default Re: Babylon 5 Mod

Thanks for testing them!

In the more finalized Version, ancients will suffer from a LOW - LOW - LOW (almost non-existant) birthrate, so every ancient life will be a valuable commodity (I reset the minimums on Reproduction so they can go down to 10%). They will get some production bonuses for their homeworld (some special facilities and such) though so they can build a bit faster.

The next big thing I have to incorporate is SJ's Nomad/Pirate traits and components so I can add the Raider's and the Nomadic Races.

Have a good weekend y'all!
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  #692  
Old May 11th, 2002, 08:42 PM
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Default Re: Babylon 5 Mod

Current game: morale for Shadows is indifferent which means that their % reproduction is 0%. Really hinders them IMHO.

Update; Fix to that problem was to send in the troops to keep the unwashed masses in-line

[ May 13, 2002, 09:51 PM: Message edited by: pathfinder ]
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  #693  
Old May 11th, 2002, 09:50 PM
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Default Re: Babylon 5 Mod

What is the point of a Medium Ancient Reactor? The Light Ancient Reactor makes 700 supplies per kiloton, whereas the Medium one makes only 533.3 per kiloton. They cost the same per kiloton. The light ones have more damage resistance than structure, and the medium ones have less damage resistance than structure. I can see no purpose to using medium reactors over light reactors.

Also, if I upgrade my Space Station with a Ship Yard I on it, it gets replaced by a Shipboard Space Yard I.

Another interesting thing: I gave my Space Stations Civilian Ship comps, and I have 10% racial maint. red. They have negative maint. values, thereby generating resources. Was this intentional?

Suggestion: Place the different "ship type" components in different families, so that they all show up and they don't get replaced by unwanted ones when performing upgrades.

[ May 13, 2002, 07:23 PM: Message edited by: Imperator Fyron ]
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  #694  
Old May 13th, 2002, 10:54 PM
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Default Re: Babylon 5 Mod

Imperator: In the Shadows test I am doing the medium then heavy reactor (ancient) come into play when engaged in combat the additional supplies sure help with beam weapons, especially the heavy molecular slicers . They hold up better that the fission/fusion ones...IMHO anyways
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  #695  
Old May 14th, 2002, 11:55 AM

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Default Re: Babylon 5 Mod

IIRC the current B5 mod is for SE4 1.49, pre Gold...
Is there an ETA for Gold Version ?
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  #696  
Old May 14th, 2002, 03:25 PM

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Default Re: Babylon 5 Mod

As PF said, the increased amount of supplies are meant to help the larger ancient vessels through the long battles (this will be even more important once converted to Gold). The amount generated per/kt may be off - as I had to adjust the numbers several times in the previous releases, odds are I may have made an error, as each level up is meant to be an improvement

As to the bases negative maint rate, those components were supposed to be for 'ships only' - I accidently left in the Ship\Base line. Though, if this is actually generating resources... we may have accidently discovered a way to make resource generating components (when coupled with a vessel that has a built in maint reduction)!

I don't see how the Shipboard Yard can replace the Space Yard as they are specified as either Base or Ship, not both. Anyone else have this problem?

If I make the various "ship type" components different families, then I can't restrict a ship to only 1 per vessel, or am I wrong?

This mod is still 'pre-gold', once this mod is tested and working reasonably well, then it will be upgraded to Gold. There is actually a test game being setup between 4 players right now that will hopefully determine the mods playability and balance. I do have some new AI I have to post, along with some minor add-ons (like the new Sat sizes and such). I am hoping to have a good solid Version of this mod by June, maybe run a PBW test and then go Gold by July... but I've always been a dreamer
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  #697  
Old May 14th, 2002, 04:35 PM
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Default Re: Babylon 5 Mod

Val: I haven't noticed that spaceship yard vs space yard bit yet, though I haven't really built them due to the cost (resources and time). Guess I could set up a new game and see if I can duplicate this
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  #698  
Old May 14th, 2002, 07:19 PM
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Default Re: Babylon 5 Mod

Oh the horrors : the EA just lost several fleets totaly about 50 ships in a "backdoor" black-hole system into the Shadows region in space....all they lost was a medium troop transport (with the Shrapnel Legion on board {oh my! ] and a satellite layer....

Seems the Shadows may need to play hardball with the EA... hehe

[ May 14, 2002, 06:20 PM: Message edited by: pathfinder ]
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  #699  
Old May 14th, 2002, 07:36 PM

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Default Re: Babylon 5 Mod

"I don't see how the Shipboard Yard can replace the Space Yard as they are specified as either Base or Ship, not both. Anyone else have this problem?

If I make the various "ship type" components different families, then I can't restrict a ship to only 1 per vessel, or am I wrong?"

If the family number is the same, they WILL upgrade. (or downgrade). So make sure they have different family numbers and you should be OK..

If the ship type components are different families, yes, you can't restrict them. However, check to see if you can restrict them even with the same family number- because I think the "one per ship" limit only works for *identical* components.

If not- if it's restricted by family- you can still force them to display seperately by putting components of differing family numbers in between. Not sure what effect this has on upgrading.

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  #700  
Old May 14th, 2002, 07:40 PM
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Default Re: Babylon 5 Mod

Pathfinder:
Imperator: In the Shadows test I am doing the medium then heavy reactor (ancient) come into play when engaged in combat the additional supplies sure help with beam weapons, especially the heavy molecular slicers . They hold up better that the fission/fusion ones...IMHO anyways
Of course they are better than fission/fusion ones. The light ancient reactors are just so much more powerful than the medium ones.

Val:
Yeah, there probably is a typo for the reactors. I had assumed that that was the purpose for the larger reactors (that, or just increased efficiency).

Though, if this is actually generating resources... we may have accidently discovered a way to make resource generating components (when coupled with a vessel that has a built in maint reduction)!
Actually, SJ discovered that a long time ago; it was in an old Version of P&N as a way of allowing Nomads to grow.

If I make the various "ship type" components different families, then I can't restrict a ship to only 1 per vessel, or am I wrong?

Good point.
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