![]() |
Re: Babylon 5 Mod
Killer: No? No what?
Everyone Else: So I've been playing the mod for the Last few days/a week now. One thing I'm having trouble with is researching components. Very frequently a research field says "none" under expected results... and so off I go to the components, and then the tech documents to hunt up how to actually get the weapon/drive/etc that was desired. But it's a fairly intense or purposeful player who goes looking up the text files... Will there be documentation of any sort to help newbies and non-modders pass through the (aweinspiring) research labyrinth? |
Re: Babylon 5 Mod
No to if I have heard if the A-Z B5 book Nomor was looking for has any new races.
|
Re: Babylon 5 Mod
Jimbob,
the B5 mod I got had the same tech tree as the normal game. where did uoy get yours? killer out |
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
Really? The Version I downloaded has stuff like Antimatter Weapons. But you don't actually get the weapons when you research the field, even if you get to say level 3... no weapons!
But if you research Heavy Weapons (general or race specific) you start getting the weapons... but short of looking this up in the components.txt file, I'd have no way of knowing this. And then to complicate things a little, Heavy Weapons requires Medium Weapons (Lvl 2). Note that when you right click for a description of Medium Weapons, it tells you that you can expect nothing for your efforts... so Mr. Newbie will simply not research it, and not knowing that you get results at level 2, he will have a pretty hard time getting the heavy-hitting weapons = dead meat. The same can be said of many of the research fields. Now I'm not upset or anything (it does look like a bit of a rant doesn't it) 'cause I'm happy to dive into the txt files. But some poor suckers are gonna get fleeced in their first (and second and third) PBW game, s'all. Yadda Yadda Yadda http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Hey Nomor,
Check out this website for Babylon Fleet rules. http://www.agentsofgaming.com/ Maybe there something that may help you. I'm try to drop by the hobby shop this coming Friday. Lighthorse |
Re: Babylon 5 Mod
jimbob, I am certain that once the Mod is finished, some generous soul will take the time to make out some help files for people. http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Babylon 5 Mod
Good good, it makes my brain hurt a wee bit http://forum.shrapnelgames.com/images/icons/icon12.gif
I'd be happy to help of course... I'll claim to do the Minbari, seeing as I'll play them in the PBW game. |
Re: Babylon 5 Mod
Jimbob: yikes, I hadn't thought of making a newbiew help file.
hehe, there would have to be one for each race that has a unique tech tree. I have a spreadsheet I use, maybe a more finished Version would do? For now maybe? killer: I made a few, basic AI for the main races and a couple others. I put them in a zip file here: http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001 There are only the AI_designcreation and AI_research files. The rest of the files to include shipsets are available at the PBW site. [ August 28, 2002, 10:04: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
[shame faced] Yeah, okay, I guess it's obvious that a help file or some such would be created. I didn't see one and over reacted. [/shame faced]
Could I grab a copy of the spread sheet? I'll even try to make it into a pretty picture... http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 28, 2002, 10:07: Message edited by: jimbob ] |
All times are GMT -4. The time now is 11:39 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.