Darvroth

Darvroth

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Internet and my computer are acting really weird today... To address Hael-sose since I can't make the quote button work... The scripts for the Vorlon outpost don't care what the model looks like. TobiWahn will have a fun time accounting for the anchor points for 4 different weapons. Also, the outpost has a significant potential fighter outfit so a hanger structure of some sort is advised. The hanger could be either an opening (or more) in the asteroid body or from below the larger tow

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[quote who="Hael-sose" reply="4809" id="3502504"] Is that new? I didn't see it in the last build's tech tree. [/quote] Yes, canon mentions the Vorlon have "observation posts" along their border. I'm 70% done with the scripting and testing (I needed to be sure the damage output wasn't so sever that once built it could never be killed). I've devised 4 consecutive rings that expand when updated such that the outer most ring of weapons fire is the most recent

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[quote who="Hael-sose" reply="4801" id="3501665"] What do you prefer? [/quote] It works as is, the texturing and lighting features will make all the difference. If you want perhaps slightly less symmetrical, perhaps the bottom blade is slightly longer or more elongated than the top, then it will look more fish like and less acorn like, but it works as it is.

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This might be a heretical thought but currently we have large clouds of fighters using squadrons where canon had individual fighters. For example B5 when fully outfitted had 3 squadrons of fighters, the current build Minbari Military Caste can have as many as 50 squadrons. Despite just finishing a comprehensive rebalance of fighters if there is the desire I'm willing to revamp the numbers which will force the building of additional squadron types to accommodate those ships had by

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TobiWahn, Finished rebalancing the fighters and reviewed ship antifighter weapons making necessary adjustments. Forgot to review SB and planetary orbitals, I'll capture that in the next commit. On to scripting Centauri SB... Fighters are now a bit tougher and cause a bit more damage. Missiles still cause the majority of damage when outfitted. The difference between interceptor and bomber roles should now be more apparent.

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[quote who="Hael-sose" reply="4790" id="3501192"] Here's a untextured rendition of the G'Karith, with some blend-in from how the T'Loth and other Narn vessels look. [/quote] Good rendition, while purist to only have the one connection for the sensor ring at the base of the bridge would it make more sense to have a few struts for structure?

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[quote who="Hael-sose" reply="4784" id="3500776"] Darvroth: is this Centauri base in the Centauri tech tree? I was planning on doing the G'Karith, but i could start with the base too [/quote] Sort of, I've scripted the EA, Minbari and the Narn SB but don't let that stop you. I'm almost done with the fighter re-balance, guess I found my new project.

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[quote who="Hael-sose" reply="4778" id="3500141"] Here's a pre-texture rendering of the Narn T'Loth. [/quote] Nice, very nice and glad to see you are still slogging away at the model problem. Rebalancing the fighters is proving to be a pain in the rear, I can assume nothing as testing has revealed some interesting results.

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Rant: Stupid blog not letting me know it was no longer logged in AFTER I made a long post. Rant off. After much testing I've decided on the following changes: EA Tiger, Minbari Flyer, Centauri Razik, and Narn Gorith will retain gun AntiVeryLight and I'll double the base damage. All other strike craft will have their gun upgraded to AntiLight retaining the weapon damage values which will half their effectiveness against other strike craft (due to the armor

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I have noticed for some time now that fighter performance against the gambit of ships really varied and in some instances didn't seem at all effective. For set up I used a variety of representative of EA fighters (4x squadrons) against representative Centauri ships that have each ship armor class: Light, Medium, Heavy, Very Heavy and Capital. The results are below expressed as damage per sec (DPS)against a simple (shields + hull), of note shield regeneration played an increasing

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[quote who="Barn0" reply="4771" id="3498434"] combat experience was increased by 0% on all three tiers. [/quote] The increase is a small fraction but it is applied at a constant rate of X/sec. The actual effect is to jump new capital ships up the first few levels. I haven't actually played with the gain over time to see if it is appropriate. Both the Shadow and Vorlon need more course adjustments before the finer details get focus.

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