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June 23rd, 2002, 02:32 AM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Welp, me thinks the research and designcreation for Shadows are done...basics that is and less the exotic armors. I only have 1-2 levels of the basic armor in the research file. Not sure how to make the AI design, using it ....
but they do ok with slice and dice but most of the best tech I have in the late mid to late game...
doodoo headed Shadows they got nice slicing molecular cannon and instead they put an ecm pod in a satellite ...LOL! designcreation has must have a weapon, I put the molcular light cannon, light pulse molecular, ion, light/medium matter in the majority slots....*shakes head*
However, it looks like the Old Farts (Hyach) wanna be the first on the Shadow barby q
[ June 23, 2002, 02:21: Message edited by: pathfinder ]
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June 24th, 2002, 01:23 AM
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Major General
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Re: Babylon 5 Mod
Seems the satellite building is tied to state of the empire: Shadows started building Sats on other-than-homeworld after going to war with the Hyach...
they still designing them without weapons though...ecm and sensor pods are all they put in (along with the mandantory coputer)...
Val: seems to be 1 major and two, medium?, bugs atm: the propulsion lvl 6 design RCE, spaceyard ships end up designed without a spaceyard and this thing with the sats (no weapons designed in)...other than that, most everything seems to go ok...
UPDATE: Molecular pulser & Molecular disruptor (minbari tech) don't have pictures.
[ June 23, 2002, 17:04: Message edited by: pathfinder ]
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June 24th, 2002, 04:17 AM
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Sergeant
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Re: Babylon 5 Mod
Hey Val,
I agreed with pathfinder, the AI empires need better defence for their planets. Also their should build weapon platforms with their latest weapons on each of they planets. Even after fifty turns or more they have NO defences for they colonized planets. The first thing they should do is to build five or more weapon platform for each new colony, with they hottest/newest weapons. At present, you rolled into section helded by AI and attacked their planets, NO defences, excepted a few fighters at best.
After the AI empire digs in with 5x weapon platforms and 10x sat's on a planet, then programmed them to start building a few mining or research centers.
Lighthorse
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June 24th, 2002, 04:24 AM
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Major General
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Re: Babylon 5 Mod
Lighthorse: To keep the MOD in "sync" with the TV show, no weapon platforms. The TV show had them using sateliites and space stations for defense. Though I have things setup so that the weapon platorms only use PD, which can help.
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June 24th, 2002, 04:58 AM
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Sergeant
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Re: Babylon 5 Mod
Pathfinder
Either way, AI needs to defended their planets. May it be Sat's, space stations and/or planetary bases filled with PD's, its a vast improvement over no defenses at all.
Lighthorse
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June 24th, 2002, 05:52 AM
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Major General
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Re: Babylon 5 Mod
Agreed
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June 24th, 2002, 06:11 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Actually, I think there should be weapon platforms.
However, they should be civilian bunkers. IE: armor only.
Possibly a range-1 PDC or something as well, but mainly just a bombshelter.
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June 24th, 2002, 06:17 AM
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General
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Re: Babylon 5 Mod
Well, at least one planet in B5 had surface based weapons. And very powerful ones. Too bad the "Great Machine" was a one-off...
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June 24th, 2002, 08:09 AM
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Sergeant
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Re: Babylon 5 Mod
Hey Guys,
One other thing about AI defences. They got about 10 to 30 space mines in cargo on they home worlds, but they never launched these mines over their our homeworld, even when threated or attacked. Instead the mines sit in planet cargo, and there always an empty minelayer vessels in orbit above the same planet. Somewhere in B5mod/SE4 the AI programming failed.
Wish I could help, but I'm no programmer.
Lighthorse
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June 25th, 2002, 09:02 PM
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First Lieutenant
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Re: Babylon 5 Mod
Hey all,
Sorry to interupt the general flow of ideas, but I've been hit by a bit of a concern (to me atleast).
It seems to me that if we (you is more accurate, cause I've done very little on the mods) have the various races (and sets of races) having "exclusive" tech trees, then things such as capture, technology trade, etc. will be meaningless, especially between the genres. This is of considerable concern to me because I envision stealing other technologies, alliances versus enemies that include technology swaps, etc. This is what I said in the ST forum:
[clip]
Quote:
I was also thinking of some sort of maintenance reduction centre for ships...perhaps just for the Ferengi...any ideas on what would be a good name for it?
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How about recycling node, as per nomads in p&n? It would be nice if races other than just the Ferengi could use this. In fact, any nomadic/trading race should really be able to build this device, which brings me to my next point...
Just in general I have a big concern. If this mod is merged with the B5 and SW mods, and everyone introduces exclusive tech trees to define the genres (lots of armor types in B5, droids in SW, recycling nodes & regenerating/crystaline sheilds in ST) then how can we capture other ships and gain their technologies? It seems to me that people will be sort of painted into a corner on what they can research, and ship capture will be pretty well useless. Guys like the borg and other 'pirate' races would be entirely hobbled if there are not enough races from their 'genre' present in their game. Technology trading will be pretty well useless as well, because heck, what could they actually trade when most of the useful components are from exclusive trees?
I'd like to propose some alternative mechanisms to the exclusivizing of the "genre tech trees", but would anyone be interested?
Just my $.02
cc/ B5 mod thread
[end of clip]
Any thoughts? Like I said, I think there are some relatively easy work-arounds, but they might take a bit of work.
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