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  #71  
Old May 1st, 2008, 07:08 PM
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Default Re: MOD: Space Empires V - Babylon 5

Quote:
Ragnarok-X said:
Can ship training facility effiency be capped like in SEIV ?
No, but it can be capped.

There's an 'iif' command (Yes, that is the spelling) You'll find it in the weapons' damage formula.

That is, assuming the iif command works there, which isn't certain.
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  #72  
Old July 13th, 2008, 01:14 AM
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Default Re: MOD: Space Empires V - Babylon 5

just giving this a bump (or are we done with this?)
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  #73  
Old July 13th, 2008, 03:11 AM
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Default Re: MOD: Space Empires V - Babylon 5

What, the B5wars mod? We started the second test game the other day.
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  #74  
Old July 13th, 2008, 04:47 AM
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Default Re: MOD: Space Empires V - Babylon 5

cool how was the first game????

anything need fixing?
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  #75  
Old July 13th, 2008, 06:02 AM
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Default Re: MOD: Space Empires V - Babylon 5

There were a few things. Mostly it appeared that arpeegy wanted to refine the tech tree. If the player in first when we finished is any indication, then I'd say the Centauri won. Which was me by the way.

Of course we never got past the first turn, but still....

Actually that's probably indicative of something now I come to think about it. We have 3 Ancient races, and 6 or 9 younger races. Considering the Centauri were number 1 that means I was more powerful than the ancients . Now I'm 4th, once we restarted, so as far as I know the 3 ancients only are more powerful than the might of the Centauri Republic, which makes sense. Mind you the Minbari should be more powerful than me, though knowing my arch enemy is playing them we'll probably be about equal.
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