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  #91  
Old December 18th, 2001, 08:44 PM
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Default Re: Babylon 5 Mod

You shuold consider doing engines similar to the way I did it in the neomod. Create two components: 1: thrusters, and 2: Drives (both generic names)

Thrusters give standard movment and drives give bonus movement (like the solar sail)

I like the shield image.
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  #92  
Old December 18th, 2001, 09:43 PM

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Default Re: Babylon 5 Mod

I was actually making them Engines (Thrusters) and Reactors (Power/Supplies).

Here are the components and techs related to Engines/Reactors I have so far:

Comp&Tech.zip

The idea is that the reactors will self generate the supplies you need to keep the ship running, but if you lose a few you will be looking at 'power' shortages.
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  #93  
Old December 18th, 2001, 11:08 PM

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Default Re: Babylon 5 Mod

I was thinking about doing something similar for my mod.. but it just seemed weird to have a fusion reactor make more energy with more stars, and none with none.

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  #94  
Old December 19th, 2001, 12:16 AM
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Default Re: Babylon 5 Mod

The trick is to make the maximum storage = the amounte generated by one star.

That way there is no difference in production.

You do have to modify the systemtypes to hide some stars in nebulae and blackhole systems.
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  #95  
Old December 19th, 2001, 06:20 AM
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Default Re: Babylon 5 Mod

I like what you've done with the engine system.

I would however change the name of the ancient reactors to "Hyperspace Tap" This is the generally accepted name for the reactor used by the Ancients.

[ 19 December 2001: Message edited by: ZeroAdunn ]

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  #96  
Old December 20th, 2001, 02:39 AM
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Default Re: Babylon 5 Mod

quote:
Originally posted by ZeroAdunn:
Rambie there are some problems with your shipset, The Hyperion (what class is that ship anyways?) is actually smaller than the Nova class destroyer. And a whitestar is smaller than The Hyperion. The ShadOmega (omega-X whatever) is the same size as the Omega. Thats all....


The EA set is being changed for the next Version. the Whitestar is now in the Minbari shipset. I'm changing around some other ships as well, though I hadn't thought about the Hyperion/Nova thing. I know the Shadow Omega is the same size as the Omega, but it's more powerful so I make the shadow one the Battleship.

I'm re-rendering the 36x36 mini pictures of most of the ships too.

If you have more suggestions I'd love to hear them.

[ 20 December 2001: Message edited by: Rambie ]

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  #97  
Old December 20th, 2001, 08:35 AM
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Default Re: Babylon 5 Mod

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.
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  #98  
Old December 20th, 2001, 03:58 PM

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Default Re: Babylon 5 Mod

Yeah, I was going to use HyperSpace Tap for the ancients ships, but had termed it "Ancient" at some point in one of my Excel spreadsheets and I wound up with the name being generated for all the engines on my merge. I will change it back to HyperSpace Tap before we release the new components file

Does anyone else have any other suggestions, corections, and/or comments?

Here is an alternate intro screen that Tony is working on:

VorlonIntro.zip

Does anyone have any B5 material they have been working on that isn't in the mod yet? Any more ideas on what should be in the mod?

Right now SJ is working on the armor/shields, Rambie is reworking the EA and has talked about the Narn as well and I am working on the engines/reactors, weapons and infantry. Anyone working (or want to work) on anything else?
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  #99  
Old December 21st, 2001, 02:06 AM

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Default Re: Babylon 5 Mod

Please comment on the new intro screen i made (on page 7, in Val's message). Point your criticism, so it can be improved.
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  #100  
Old December 21st, 2001, 04:03 AM
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Default Re: Babylon 5 Mod

Those ships look very good, but the font is quite hard to read.
Perhaps if you blacked out the front face of the letters (if you see them as 3D, with the green as the side of the letter). Maybe a hyperspace or jumppoint texture on the lettering?
It might be nice to get a variety of races in the picture as well.


I think this mostly has to do just with Val & me, but I've described hitpoints & damage in terms of "ADU" which stands for Arbitrary Damage Unit.
EG: "Crystalline Ability(100pts): can withstand up to a 100 ADU impact without significant damage."

What do you guys think?


I've also come up with an idea for implementing a "decreasing returns" effect.
On any one ship, you can choose a primary ECM (10:20:30), a secondary ECM (4:8:12), tertiary ECM(2:4:6), and auxiliary ECM (1:2:3).
Each type is limited to one per ship, but they stack amongst each other.
So, at tech level3, you can spend 10KT, and get 30%, or 20KT and get 42%, 30 KT and get 48%, 40KT gets you 51%

This same theory applies to anything.
For armor, I want to make a "Conductive Armor - Primary" which gives a full "emissive" ability. It is limited to one-per-ship. Then, "Conductive Armor - Additional", will give a much smaller "emissive" ability (since my virtual emissive ability will stack).
That way, I can give small ships a decent ability rating (use just the primary chunk), while giving the larger ships an improved ability, but not emissive invulnerability.
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