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Re: Babylon 5 Mod
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A scout sized ship is a good recon ship. |
Re: Babylon 5 Mod
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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, |
Re: Babylon 5 Mod
Nice site Rambie!
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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:
[ August 23, 2002, 00:02: Message edited by: Nomorlurk ] |
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 ] |
Re: Babylon 5 Mod
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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 |
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 |
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 |
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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