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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Rambie August 22nd, 2002 06:43 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomorlurk:

Re: Fighters. I think it would be cool if fighters could use Jump Gates/Warp Points. [/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">This feature didn't make it out of the first Beta. It made fighters TOO powerful. http://forum.shrapnelgames.com/images/icons/icon7.gif

A scout sized ship is a good recon ship.

Fyron August 22nd, 2002 06:49 AM

Re: Babylon 5 Mod
 
http://seiv.pbw.cc

Rambie August 22nd, 2002 06:52 AM

Re: Babylon 5 Mod
 
I ment to put this here, not in it's own topic! Grrrr... (bangs head against desk)

Val asked me if I could host the B5Mod... so I've spent some free time working on a new site for it. Check it out: http://www.xmission.com/~rstulce/

If you have suggestions let me know. I can also host shipsets if you have one you'd like posted.

I'd also like to "Mod Contributors" list to give credit to all you guys who worked so hard on the Mod.

Also, if anyone has B5 or SE4 related pages that'd like links let me know.

Thanks,

pathfinder August 22nd, 2002 12:20 PM

Re: Babylon 5 Mod
 
Nice site Rambie!

Nomor August 23rd, 2002 12:58 AM

Re: Babylon 5 Mod
 
[quote]Originally posted by Imperator Fyron:

You cannot build bases without a Space Yard. That is hard-coded.

http://forum.shrapnelgames.com/image...s/rolleyes.gif So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)

Then it could be shipped on a Large Colony Ship (600kT) fitted with External Cargo Bay and Satellite Bay and launched prior to establishing the new colony.

This would be an AI nightmare but might work for PBW?

MM listens to the masses. http://forum.shrapnelgames.com/images/icons/icon7.gif If enough people request a feature (that isn't impossible to do within the game code), he usually adds it to the game.[/QB]

Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif

http://forum.shrapnelgames.com/images/icons/icon10.gif
Quote:

"The Hurr are an obnoxious aggressive sexist medieval bunch who shouldn’t fly kites let alone space ships. Unknown Abbai Diplomat"
<font size="2" face="Verdana, Helvetica, sans-serif">

[ August 23, 2002, 00:02: Message edited by: Nomorlurk ]

pathfinder August 23rd, 2002 01:44 AM

Re: Babylon 5 Mod
 
Has there been a spreadsheet of the various weapons and/or components for the races done? I started one but just wondered if there is one that already exists.

Makes it ALOT easier to do the AI_designcreation if ya know the weapon family, pre-requisites, etc http://forum.shrapnelgames.com/images/icons/icon12.gif and also helps make the AI_research file too. That is without having to stumble around the techarea and component files but one time http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

[ August 23, 2002, 00:45: Message edited by: pathfinder ]

Rambie August 23rd, 2002 03:07 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Nice site Rambie!
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Pathfinder.

I'm thinking of moving the menu to be border the top picture so there'd be more room on the page. But I start school again soon so I may not have time. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron August 23rd, 2002 05:12 AM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/image...s/rolleyes.gif So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)

Technically, that would work. BUT, multiple "base-sats" would stack with each other, like normal satellites do. That wouldn't be very good at all. http://forum.shrapnelgames.com/images/icons/icon7.gif

Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif

Give them a Fighter Bay and load some fighters on. That gives them an escort. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder August 23rd, 2002 05:25 AM

Re: Babylon 5 Mod
 
Hmmmm......fighter bays in LARGE colony ships...sumthing to consider...thanx o' souless Vorlon ..... http://forum.shrapnelgames.com/images/icons/tongue.gif

Da path, the derelict ShagToth

Fyron August 23rd, 2002 05:47 AM

Re: Babylon 5 Mod
 
Good, go on thinking we are soul-less. That will keep us from having to eliminate you thieves.


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