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  #4031  
Old May 6th, 2004, 05:45 AM
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Default Re: Babylon 5 Mod

Originally posted by Pathfinder
You got it already?!

No, the USPS isn't that fast.

Lighthorse
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  #4032  
Old May 6th, 2004, 10:53 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Lighthorse:
Originally posted by Pathfinder
You got it already?!

No, the USPS isn't that fast.

Lighthorse
I didn't think so.
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  #4033  
Old May 6th, 2004, 11:03 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Moonsword:
Uhm, did you guys miss my message a few Posts back? I'm not trying to be annoying, and I don't mind a negative response.

quote:
Originally posted by Moonsword:
I'm interested in doing some work with this mod. I can playtest, but I also would like to work on editing text descriptions, adding them where necessary, that sort of thing. Would this be of use?

Well, basically the "original" which I am working is done (or at least my involvement is). Once it gets a "home" you are most welcome to do whatever....
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  #4034  
Old May 7th, 2004, 01:02 AM
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Default Re: Babylon 5 Mod

Moonsword,

Right now Version 2.0 isn't ready for playtesting, and Version 1.0 (Path improved) isn't available for downloading.

Do you have the "Lastest" Version of the Val mod? If you want to go into that and provide weapons descriptions where they are missing, and maybe shorten/modify those that exist and are too lengthy, go for it. Most of the weapons in that Version will probably resurface in one form or another in Version 2.0. You probably need the B5 tech manual/disk or the B5Wars books, though, as the show doesn't really address weapons.
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  #4035  
Old May 7th, 2004, 01:14 AM
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Default Re: Babylon 5 Mod

AT:
No, I didn't take it too serious. I just did what you requested, that's all.

Everyone:
I won't be Online much this coming month. Stupid new modem stuff. Grr...
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  #4036  
Old May 7th, 2004, 01:54 AM
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Default Re: Babylon 5 Mod

Uhm, did you guys miss my message a few Posts back? I'm not trying to be annoying, and I don't mind a negative response.

Quote:
Originally posted by Moonsword:
I'm interested in doing some work with this mod. I can playtest, but I also would like to work on editing text descriptions, adding them where necessary, that sort of thing. Would this be of use?
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  #4037  
Old May 7th, 2004, 10:05 PM
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Default Re: Babylon 5 Mod

Only thing I have access to is the stuff Online. As for the mod, I've got the Version here. Never mind then.
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  #4038  
Old May 8th, 2004, 07:28 PM
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Default Re: Babylon 5 Mod

I've finally made the move to Gold and am now trying to familiarize myself with all that I've forgotten about modding.

I find I'm unhappy with the way we've implemented the Repair Tugs and thrown the Maintenance Bots out with the bathwater.

I would like to change one aspect of the "Repair Tug" and incorporate the Maint Bot with it.

Currently the Maint Bot can only be used on Bases . This I think is losing one of the best components in the game and a link to the actual B5 series.

Maintenance Bots should be able to fit on Bases and Ships. The larger capital ships of Earth Force had Maint Bots flying abound them, but then they all had fighter bays.

Val wanted to restrict the function of Repair Tugs so that they were essentially non combative vehicles. He did this by building the repair function into the Ship Design and then loading the Life Support and Crew Quarter requirements to stop you using the design for other purposes.

However this was a first run solution to the problem and resulted in the Maint Bots being unrealistically restricted to bases.

It is possible to create the same effect and bring the repair bots back into the game.

Make the Small Repair Tug have an inbuilt ability of repair 1 x component.

Require it to have at least 1 x Maint Bot

Require Maint Bot to only function/ fit on any Ship/Base that has either a Fighter launch bay or Satellite launch bay.

We can now reduce the Life Support and Crew Quarter requirements for the Repair Tugs.


It is important to keep the inherent ability of the Repair Tug to repair at least one component in it's Design. This allows it to navigate bad worm holes and still be able to repair itself and at the same time maintain it's unique function in the game. i.e. The only vehicle that has a reasonable chance of rescuing stricken ships in Black Hole systems without destroying its self in the attempt.

This would then allow us to put Maintenance Bots on any of the other Capital Ships that had Launch Bays. After all a Carrier Ship that can launch fighters should be able to launch Maint Bots and you would expect it to be able to repair itself.

It's now up to the player to decide how much space he gives up to repair Capital Ships. M.Bot: 50kT + L.Bay:24kT or Sat. L.Bay:30kT , which means that the basic Maint Bot requires 74kT minimum to fit onto a ship. If we make it use supplies as well then that would stop them being placed of every vessel.

The Repair Tug still maintains its usefulness because unlike other large ships if the onboard Maint Bot is damaged the Tug can repair it whereas other capital ships that suffer loss of the Maint Bot have to seek repairs else where.

Well ?



[ May 08, 2004, 18:42: Message edited by: Nomor ]
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  #4039  
Old May 8th, 2004, 07:52 PM
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Default Re: Babylon 5 Mod

Nomor: Only idea/concept I have a problem with is number three [Require Maint Bot to only function/ fit on any Ship/Base that has either a Fighter launch bay or Satellite launch bay] and only on HOW in this game it could be done.
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  #4040  
Old May 8th, 2004, 08:08 PM
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Default Re: Babylon 5 Mod

PF: If it is not possible to link the Maintenance Bot to there being a Launch Bay could we not perhaps cheat and just require the Repair Tug to have a Launch Bay and/or require certain Classes of Capital Ships to have at least one Launch Bay even if they didn't carry fighters or use it. Then the cargo space could be used for anything such as people/troops albeit at a small level.


Or would it work if the Maint Bot became a type of Satellite or Drone

I thought it was possible to create restrictions or requirement for components, which I assume is what the Maint Bot is at present.

Or simply add a description to the Maint Bot to say "Due to the requirement of Launch facilities MB's are restricted to specialist vessels and certain Classes of Capital Ships".

Any Ship Design below a Certain agreed kT could just then have a restriction placed upon it: Maint Bot not allowed.

This is our Mod "It is now going dark and the weather is cold and overcast."

[ May 08, 2004, 19:37: Message edited by: Nomor ]
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