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  #101  
Old December 21st, 2001, 06:53 AM
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ZeroAdunn ZeroAdunn is offline
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Default Re: Babylon 5 Mod

How exaxtly are you doing you virtual Emissive armor ability?

Personally I don't think there shuould be alimit on the amount of armor you can add. Everything else sounds good though.
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  #102  
Old December 21st, 2001, 08:08 AM
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Default Re: Babylon 5 Mod

quote:
Originally posted by ZeroAdunn:
OMG Rambie, I thought you were dead. Well maybe not. I must say though I really like your shipset, it is by far my favorite shipset for SEIV so far.


Thanks for the comments. I worked hard on the Narn and EA sets to try to make them the best I could.

No, not dead... well not yet anyway. I'm just busy with school and work. I've got to learn Cisco router programming, Visual Basic, and keep all my other tasks at work up to date at the same time, PLUS I'm working on a Bachelor degree full time... let's just say that sleep and I haven't been seeing much of each other the Last month.

Val has a few other things he wants me to do with the EA set but it's moving in the right direction.

If you haven't seen it I have a possible B5 intro screen on my web page. I think it has the right amount of energy and emotion that a intro screen needs... and explosions!

SJ, I like your ideas. Keep up the great work.

[ 21 December 2001: Message edited by: Rambie ]

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  #103  
Old December 21st, 2001, 10:18 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Babylon 5 Mod

quote:
How exaxtly are you doing you virtual Emissive armor ability?
Personally I don't think there shuould be alimit on the amount of armor you can add. Everything else sounds good though.
There is no limit. You could build a 99% armor ship (still needs command & control to be legal)

The regular armor is unlimited, but for the ones with abilities I'm planning to make a "Primary" limited to one per ship, with as many "Addons" as you want.
The primary armor has a big ability, and the addons have much smaller amounts.
Only a primary fits on an escort (giving say 100 points)
A dreadnaught might hold a primary and 5 addons, (giving 100+ 5*20 = 200)
That allows the small ships to have a noticable ability effect, without making huge ships invincible.
NOTE: the addon armor will have the same physical hitpoints and size, just a reduced emissive ability.

quote:
How exaxtly are you doing you virtual Emissive armor ability?
My virtual emissive is Shield generation + Crystalline effect, where both have the same value.
The "shield" provides a maximum emissive capacity, and the crystalline cools the armor down between shots. Its not perfect, but on the average it will work reasonably well.
This is why I wanted the shield animations to be glowing/electric hull effects
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  #104  
Old December 21st, 2001, 04:39 PM

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Default Re: Babylon 5 Mod

The intro screen Rambie is talking about is also in the Current Mod as the Intro screen.

Another thing worth mentioning about damage is that all components have been scaled up to allow all races to have some ‘repair’ ability. So those engineers can be frantically working on repairing the smaller drives or weapons while their otherwise dead ship is floating in space. We had also talked about adding repair teams, security teams and so forth to give a crew element to the ships.

I also want to wish everyone a happy and safe holiday and thank everyone for their contributions, interest and support on this Mod!
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  #105  
Old December 21st, 2001, 06:11 PM
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Default Re: Babylon 5 Mod

I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?

What you mean you are scaling up components?

Yes repair crews and security teems seem like a good idea to me. You could just make them different crew quarters components,
1: Security (adds crew devence bonus)
2: Repair (repairs ship, possibly larger component to preven mussuse)
3: ???
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  #106  
Old December 21st, 2001, 06:54 PM

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Default Re: Babylon 5 Mod

Looking for my suggestions on 'Crew' components. Med Team, Intel Ops Team, Shipboard Telepath, PSI-Core Team, Research Team & IPX Team were some ideas. Also, maybe other bonuses that will up price of ship.

The 'scaling' is that all Tonnage Structure is being upped by 10 times the current value (well, mostly - this is our rule of thumb) this will give everything higher ADUs so we can better represent the minor repairs that teams would be doing as the ship is being pummelled into submission. Also, this would allow the Ancients to repair at a much more accellerated rate. Weapons are also scaled up by 10 times the standard values.

[ 21 December 2001: Message edited by: Val ]

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  #107  
Old December 21st, 2001, 09:44 PM
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Default Re: Babylon 5 Mod

quote:
I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?
I'm starting off with 4 classes of basic hitpoint raising components. (IE inert armor, ignoring the fancy mid to ancient techs)

Structural Supports: IMG = Stacked Variety Armor (P&N's ablative armor)
- Starts from 1KT, $7, 180 HP
- Can hold the ship together even after severe damage, but most components will have already been burned away.

Light Armor: IMG = Flat Gold Armor
- Starts from 10KT, $100, 1500 HP
- High HP value, but relatively easily pierced. Best protects the small internal components such as crew quarters & light engines.

Midrange Armor: IMG = Emissive armor
- Starts from 50KT, $1000, 6,000 HP.

Heavy Armor: IMG = Ringworld gravity plating
- Starts from 100KT, $3000, 10,000 HP
- Low HP value for armor, but is extremely hard to pierce. Can protect even large external weapons.

Reinforced armor will either be a mount for boosted hitpoints, or a real armor "never pierced" ability at 10x the price or so.

I'm open to suggestions, especially on terminology.
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  #108  
Old December 22nd, 2001, 12:53 AM

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Default Re: Babylon 5 Mod

Here is Mephisto's latest Narn AI (and an updated EA Speech file)

Narn_AI.zip

This is not included as part of the full Mod (below) yet, but will be part of the next major upload we make.
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  #109  
Old December 22nd, 2001, 01:18 AM
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Default Re: Babylon 5 Mod

Sorry, but I absolutely hate the text used on the Vorlon Intro image. It took me a few momement to figure out what it was (besides annoying.) The double image effect of the text was not a good idea. Neither is the ability to see through the front face of the text. Having to guess at the letters by looking at their sides totally takes away from the fact that you are supposed to sending a message. Perhaps if the front face was black or dark green, it would give the appearance of solid text and not ribbons or chaff.

I liked the background image, but make the text solid (perhaps translucent) and leave the image in the backgound.
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  #110  
Old December 22nd, 2001, 02:13 AM

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Default Re: Babylon 5 Mod

"The 'scaling' is that all Tonnage Structure is being upped by 10 times the current value (well, mostly - this is our rule of thumb) this will give everything higher ADUs so we can better represent the minor repairs that teams would be doing as the ship is being pummelled into submission. Also, this would allow the Ancients to repair at a much more accellerated rate. Weapons are also scaled up by 10 times the standard values."

Umm.. if you scale up BOTH the resistance and weapon values, by the same amount- how does that change anything?

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