Tacitus_Germanicus

Tacitus_Germanicus

Joined Member # 4007266
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[quote who="SpardaSon21" reply="2659" id="3010354"] Quoting Tacitus_Germanicus, reply 2658I mean, who can turn down a chance to blow up EA ships with a Minbari fleet I can. I would much rather take down a Minbari fleet as the EA by swarming it with masses of expendable corvettes and LCV's.[/quote] Some people just love to swarm, others to crush the swarm with huge and superior ships. :) "Each to his own" or how the saying goes.

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Release the mod! :D Most of us would gladly play the mod even with a somewhat lacking tech tree. Heck I loved to play the mod even in the earliest stages. I mean, who can turn down a chance to blow up EA ships with a Minbari fleet or to tear up a planet with a well placed Shadow bombardement? I know I can't. :) I even started thinking about downloading a pirated version of the game (I already own a copy of the retail version) just to get to play the old mod again. My addiction is

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It's wonderfull that the mod is still alive and kicking. Im sure that Im not the only one checking in on a daily basis just for the hope of a new release of our favorite mod. Would it be possible for the mod to add some more planets, like for instance the Maelestrom mod has done, except the most extravagant or game changing planets like the Dyson Sphere, Legendary planet, Ancient planet, Ring world and so on? Im thinking about the vast amount of planets that seem more in place for

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Wonderfull mod dude! Loved playing it, even If I did change som stats for the duplicating little buggers- mostly their scout, they now can be used as a cannonfodder unit that causes some minor damage. Keep up the good work!

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doomser1: Its an easy fix that just requiers some editing of the gamefiles. I'v changed both the Vorlons and the shadows by tweaking the files for playability. And yesterday I nearly got my ass kicked by the sudden appearance of three Ancient Battlecrabs and one Young Battlecrab. Managed to beat them off only to find that I had managed to get the attention of the Vorlon Empire. Although they seem more happy with only using the smaller ships they still managed to take out a large fleet of abou

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Klacey: Im not involved in the modprocess as such( Im not a member of the mod-team ), I just love the work that the mod-team have put into the mod and just tweak the files for balancing and playability. Since its not my original work (just adding and tweaking stats) Im not sure that I should go ahead and post all the files before the modteam gives a green light. But seeing as how its really cool to play the Shadows and at the same time a real pain witho

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Tweaked the Vorlon in similar ways as the Shadows today. So they too can colonize, have culture, bomb planets, and use more ships.Didn't add trade since it just isn't very "Vorlony" just as the Shadows they tend to be a little on the "get close to our empire and we'll blow you away" wavelength. Not really the bartering kind of aliens in other words.

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Having played the Shadow faction yesterday I started modding the mods stats right away. There was some things that needed fixing, others was just for the playing experience. Overall changes: Shipcap increased with about 5x (Its more fun to have hundreds of ships than just a mere fifty) Capitalshipcap increased to a max of 150. (Its not like you norma

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The only AI friendly ("ish") solution I can think of right now would entail just slowing down the recharge rates of antimatter on the ships and increasing it for players/AI ships within close proximity of owned starsystems with tradestation/repairbays etc, since the AI always builds these at owned planets. However... it was established that the ships could still "jump" even if they had an antimatter amount of 0, or wasn't it? If so this would make this solution obsolete= big problem.<

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Wonderfull news TobiWahn_Kenobi!!! This will be very exciting to playtest. Im guessing that there won't be any functioning AI (for the Minbari, EA, Narn and Centauri) with the refuelling system in its early stages of this mod? I'll probably try to merge this mod with 7ds or Vanilla Sins in that case, but it'll still be a blast to get to test some new functions, factions and ships! Im Eagerly awaiting the 0.40 :)

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TobiWahn_Kenobi: What I did was mostly changing the stats (speed, etc) for the fighters so as to make them more usefull, the firepower/range/reload-time of the Minbari weapons and other minor things as to change the gameplay in regards to the various factions and their ships. After playtesting the game for eight hours (restarting after changes where made about 20-30 times ;) ) In the end it made the game more fun to play (for me as I only play against the AI). Im also a sucker f

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I tried your 0.35 version and was amazed, yet I felt the pressing need to mod the stats of the various factions. (playing against the vanilla factions proved a daunting task untill some adjustements were made to these factions and the EA/Minbari.) Still the 0.35 version was very playable and this just makes me even more eager to get my hands on the 0.40 version. While I still lack any moddeling skills, texturing skills or any of the other essential skills actually

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Hi everybody, just took the time to join the forums based on the fact that your team is doing this terrific mod! Unfortunately Im not good at most of the really usefull aspects of modding, and have only been involved with one previous mod (Tyranids for Dawn of War) where I only did a few animations and otherwise just went about with general balancing. So I don't think I have that much to offer to your mod. But since I REALLY love the idea of having the Babylon 5 univers

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