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  #2001  
Old October 26th, 2002, 06:10 PM

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Default Re: Babylon 5 Mod

Capt Kwok
Races with Shipsets (most complete or almost complete):

Standard Races - LNAW, Vree, Earth Alliance, Narns, Centauri, Hyach, Drazi, Pak'Ma'Ra, Minbari, Abbai, Brakiri

Ancient Races - Shadows, Vorlons

Nomadic Races - Raiders, ShagToth (Soulhunters), Lorkan

Special - Technomages

Neutrals - some have complete shipsets, but most rely on the generic set (LNAW set).

Neutral Races - Gaim, Markab, Yolu, Grome, Hurr, Abbai, Llort

Lighthorse
Everyone should state what they think, it's how this mod has developed all along. I can't tell y'all the number of times I have changed something in the mod due to a suggestion from y'all here on the forun or in E*Mail, some I didn't follow my line of thinking, but the arguments for them were good, so in it went! Just wish I could edit source code
Thanks for doing the Shadow Research as well, we'll compare it with the AI to see what changes we can make, so maybe PF will be surprised by his children Feel free to send to Dead Meat as well, I don't have a problem - unless other PBW players do.
I wouldn't say the Shadow thing out loud around those bLasted Vorlons

PF
Thanks for the latest AIs !!!
Also, I think the Satellites problem was one in the vehicle text file, error on my part. I can't really tell because I'm not sure which one of the 5 data folders is the original file from 1.49.32! The .33 has Ancient specific ships/sats.
And yes, the Shadows (followed closely by the Vorlons) are the most dangerous race as far as potential planet killers go.

Jimbob
Thanks again! I'm sure you can find someone to take the Minbari off your hands, the Lorkans have a shipset and are Nomadic. Only issue is they don't have any racially unique weapons. They are mostly scavengers.
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  #2002  
Old October 26th, 2002, 06:43 PM
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Default Re: Babylon 5 Mod

Yoo Hoo Val : Are the Abbai neutral or "standard" ?

Me getting ready to do a test of gifting planets to Shadows to see what they do, especially outside of HW system...

[ October 26, 2002, 17:44: Message edited by: pathfinder ]
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  #2003  
Old October 26th, 2002, 07:33 PM

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Default Re: Babylon 5 Mod

I'm thinking about the Abbai being a standard race, though their Defensive nature will kinda restrict their expansion, I hope. Right now they are a Neutral race. The reason the Gaim are being left in the Neutral section is that in their racial description they are mentioned as never having established any colonies or really expanding their empire out of their home system. Due to the queens not being able to come to agreement on a new queen to represent their interests equally. I should make the Gaim a standard race, but give them the Nomadic shipset so they can fly around the galaxy, they just won't really colonize. May be an idea...
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  #2004  
Old October 26th, 2002, 08:16 PM

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Default Re: Babylon 5 Mod

Timstone
Did you checout the WPOpen pic I posted? I only changed the 2 frames u mentioned, is that the effect you were looking for?
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  #2005  
Old October 26th, 2002, 08:25 PM
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Default Re: Babylon 5 Mod

Thought I tried a Shadows task force of 9x Hv DD, and 3 troop transports with 250 light vehicles each again Grome home world. Grome had 56 satillites, 155 fighters, 10 x lt vehicles & 107 elite infantry with 12 wp (2x twin arrays and Combat sensor 4%) on the ground, fleet of 1x corvette, 1x frigate, 2x excort carriers(no fighters on board?), 1x ECM I Excort, 1x mine sweeper frigate, 1x destroyer mine layers and 1x Destroyer sat layer.
Grome forces were defeated in detail. Shadows lost 1x transport and damaging another transport(thus killing all the LV on board), plus 500 lt. vehicles, but third transport got in to drop 250 LV, winning by the second combat turn, then turning 7x wp's against the Grome fighters. Only three Shadows Hv DD were damaged, one at 90%. Note the Shadows vessels had no PDF for against fighters. They use their GP Molecular Slicer III at long range, scoring about 50% hits.
Grome didn't launched they mines into space, before Shadows attacked. We were at war and the task force was in the system for two turns before attacking their homeworld. The Shadows had no mine sweepers with them.
The battle for Grome world didn't Last as long, about 15 combat turns total.

If Dead Meat decides to drop out of the B5 campaign, may I have the Shadows, PLEEEEAAASSSEEE.

Lighthorse

[ October 26, 2002, 19:27: Message edited by: Lighthorse ]
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  #2006  
Old October 26th, 2002, 11:20 PM
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Default Re: Babylon 5 Mod

I have been testing various stratagies on my computer to rate the effectiveness of the assorted techs.I have found:

Massive base mount light MSB is Very strong
Referneces to "sheilds" that don't exsist
Technomage capture weapon good but can't get in range without dieing
There is a typo in vehicle size that makes a technomage holoimaged ship over 2500 kt.(can't remeber which)

I would like to know:

Can race only techs be stolen but not researched by those who haven't selected them?(I think I know how to do this)
Will you post a SE4 classic Version(currently I have to convert the data files)

Anyway thats my 2(wheres the cent sign)
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  #2007  
Old October 26th, 2002, 11:20 PM
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Default Re: Babylon 5 Mod

Hmmm...I gifted 3 planets to the Shadows, all three in their homeworld system and they have NOT moved 1 colonist yet...
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  #2008  
Old October 26th, 2002, 11:34 PM

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Default Re: Babylon 5 Mod

Shadow Master
Yeah, there are a few references to Shields, but they have yet to be added in. It is something that will be added in time Maybe in 1.49.34 or so. I also want to add the Shadow Energy Difuser and Tendrils.

Oops, 2497 tonnage for the Centauri Holoimaged Pinnace for the same cost as a 250 tonnage Pinnace. That would be pretty nasty. Thanks for the catch! I did catch another typo in the Technomage holoships that gave the wrong pic for the Drazi.

Most techs can be stolen and then you can research them further, though not all of them. One big exception are the Ancient components.

I'm a little confused at the Last bit (not the 2 cents), the mod is in the SE IV classic format, it is the Gold people that are waiting for us to convert the mod up. Or did I just totally misunderstand?
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  #2009  
Old October 27th, 2002, 01:25 AM
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Default Re: Babylon 5 Mod

Darn

Game ending RCE with the Narn. Last two games the Narn RCEs ended them

Sent ya the Game files Val, maybe you can figger it out. I couldn't.
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  #2010  
Old October 27th, 2002, 01:52 AM
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Default Re: Babylon 5 Mod

Thats odd,
I had to eliminate references to drones!
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