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  #4611  
Old March 31st, 2005, 03:36 AM
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Default Re: Babylon 5 Mod

Grumbler:
I'm sorry I haven't send you the spreadsheet yet. I'm currently in the last days before I have to hand in my final report. I'm sure you can understand I have better things to do right now. Sorry.
Next tuesday I have to hand in the final report, so after that I certainly have time to look at the spreadsheet again. I'll unlock it this time, hehe...

btw, I believe in the last version you were able to change a few things. Like the tonnage/damage conversion rate, but i could be wrong though.

Stay tooned!
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  #4612  
Old March 31st, 2005, 04:47 AM
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Default Re: Babylon 5 Mod

Quote:
grumbler said:
SJ, how does the AI decide which ship in a fleet is the leader, do you know?
Nope, sorry.
It probably puts them in as they arrive where the fleet is being formed.
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  #4613  
Old April 1st, 2005, 10:44 PM
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Default Re: Babylon 5 Mod

Tim,

I am in a holding pattern, awaiting any feedback. In a coupla weeks I will just publish the last AI and Comp files and leave it at that, if no one really cares enough to give feedback. Your excel files have been invaluable to date, and I would like to see the final versions, but like you last spring, I don't think it is worthwhile to spend lifespan polishing a project no one cares about. The mod plays well for me, anyway (barring fleets).

SJ: Thanks. Too bad, as I am pretty sure that someone used to talk about fleet composition modification. Right now, the neutrals concentrate ships at war points where major powers have shown up and AI major powers send multiple ships per turn through, one by one, to be slaughtered.
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  #4614  
Old April 2nd, 2005, 02:13 PM
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Default Re: Babylon 5 Mod

Grumbler:
Thanks for your appreciation.

I'm now busy correcting the sheet. I hope I can finish it tonight. I'll see how far I can get.
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  #4615  
Old April 2nd, 2005, 04:00 PM
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Default Re: Babylon 5 Mod

Okay Grumbler, I finished a UNLOCKED version of the sheet. The accuracy function isn't working yet. I have some cool ideas for that, but I though you would like to have a crack at it already. Expect the next version before the end of this... year.
BTW, of course I didn't bother to change the text on the first page, the basic thought behind the sheet works and that is enough for now.
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  #4616  
Old April 3rd, 2005, 11:45 AM
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Default Re: Babylon 5 Mod

Okay, I admit I'm stupid. I forgot to attach the actual sheet itself. Doh!!
Here it is!
Attached Files
File Type: xls 345576-WeaponsFree02.xls (909.5 KB, 70 views)
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  #4617  
Old April 4th, 2005, 12:11 PM

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Default Re: Babylon 5 Mod

I'm interested in the mod...

Just not of much use
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  #4618  
Old April 4th, 2005, 03:00 PM
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Default Re: Babylon 5 Mod

Well at least you're taking the effort to post here and tells about your interest. Great!
I hope you will like the upcomming B5 Mods (if they all see the light of day).
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  #4619  
Old April 4th, 2005, 08:08 PM
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Default Re: Babylon 5 Mod

I'm always here. Thanks again to all those who are continuing the work.
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  #4620  
Old April 4th, 2005, 10:25 PM
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Default Re: Babylon 5 Mod

In the interested lurker category, any plans for the Hyach? I built an SE IV classic ship set for them many moons ago. Are you all basing your designs solely on observations from the series or the B5W rules?
--
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