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  #2721  
Old January 25th, 2003, 11:53 PM
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Default Re: Babylon 5 Mod

Grumbler: hmmm...agree in principle, mostly anyways. weapons definitely, IMHO, need some re-evaluation. Not sure about the tonnage thing (the math makes my head hurt ). I am re-doing the AI_designcreation files in an effort to make some of the races more competitive while still retaining some racial "flavor". also making race-specific AI_construction facility files (done with that, though they'll look similar). Gonna try and make AI_construction vehicle files too but those will be more difficult (racial differences)...

[ January 25, 2003, 21:55: Message edited by: pathfinder ]
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  #2722  
Old January 26th, 2003, 02:09 AM
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Default Re: Babylon 5 Mod

Example (IMHO) of weapon imbalance:

Cenaturi:

Light Ballistic torpedo (fighter weapon): Range 10, damage 47.

Ballistic Torpedo (ship): range 10, damage 39 (!?).

Fighter-based weapons IMHO should be weaker in damage than the ship based ones and probably shorter range. Though here a balance of PD range vs fighter weapon should also be looked at.

[ January 25, 2003, 12:12: Message edited by: pathfinder ]
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  #2723  
Old January 26th, 2003, 02:53 AM
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Default Re: Babylon 5 Mod

PF: Agree that the contruction_facilities files almost have to be very similar, otherwise there will be sub-optimal ones. I've never seen mining as a very key priority, since maint costs are so low, for instance, and you only ever really need one educational center, since arch digs are so much cheaper and nearly as good. Maybe the facilities files themselves need some work.

Tell me what I can do to help with the vehicle design Ai files, I am starting to get the hang of the AI stuff by following in your wake.

IF: Pity about the seeker enhancements. Is it worthwhile to consider adding back in torpedoes for the torpedo-like seekers (e.g. Ion torpedos)?
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  #2724  
Old January 26th, 2003, 03:08 AM
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Default Re: Babylon 5 Mod

Grumbler: take a race (or two) and look at the race(s)' weapons. See if there can be balance improvements (eg Shadows molecular slicer maybe a little shorter in range and not quite so much damage, also maybe has longer recharge time, [not 1 pop per turn! versus 4 turns for heavy laser ] )

I'll update my weapon spreadsheet and post it tommorow I guess so it will be easier to figure this out without going to the components.txt file all it does is give the "canon" weapons used by any of a races ships.

[ January 26, 2003, 01:10: Message edited by: pathfinder ]
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  #2725  
Old January 26th, 2003, 04:15 AM
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Default Re: Babylon 5 Mod

Okies, me doing a down and dirty convert to Gold using TDM Gold race files.

then gonna test it....
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  #2726  
Old January 26th, 2003, 04:24 AM
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Default Re: Babylon 5 Mod

Hey all, i have some bad news, im gonna have to drop out of the PBW B5 mod game as RL has gotten in the way. i have 2 mods to do, one on my own for SEIV, a painting for cover art for my friends band TRANSFIXT, and school work so for now i dont have time, but maybe next game during the summer or something ill have time, anyways ill still be around and what not, sorry if i screwed up anything

Peace

P.S. whoever is in charge of the PBW game just email me if i need to do anything

[ January 26, 2003, 02:25: Message edited by: The Canuck ]
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  #2727  
Old January 26th, 2003, 05:48 AM
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Default Re: Babylon 5 Mod

Big problem with conVersion: Target type----do you HAVE to add drone to target type?
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  #2728  
Old January 26th, 2003, 05:59 AM
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Default Re: Babylon 5 Mod

PF: Yep, you have to have the target types include drones if they are also ftr/sat, ftr/sat/WP, etc.

You also have to have drones as the using platform if you have ftr/trp, etc.

That conVersion alone takes about an hour with the existing components file, and that's using the find and replace feature. that file is just a monster!

Then you have to change every vehicle in the vehicles file to include "Primary bitmap image" and "alternate bitmap image" - which takes another 90 minutes or so, since you cannot do it except by hand.

Plus some other changes.

So, the two Versions do not work together, and conVersion is a *****! That's why I haven't followed each of your imprvements with an improved Gold Version - its lengthy and dull work!

OTOH, you have continued with your lengthy and dull work on the AI mods, so I am a bit ashamed of complaining.

But only a bit!
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  #2729  
Old January 26th, 2003, 06:05 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by grumbler:
My real problem with the ship-based ion torpedo is simply that it doesn't get any of the economies of scale that large, etc mounts give to equivelent DF weapons. I think we need to look at creating component enhancements for seekers as well.
I think a better idea would be to remove the weapon mounts altogether, as that would make the active armours much more useful.
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  #2730  
Old January 26th, 2003, 06:47 AM
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Default Re: Babylon 5 Mod

Pathfinder

Do you want me to forward the excel spreadsheet I did for Val on SE4/B5mod weapons to you?

Lighthorse
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