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

Timstone September 20th, 2002 05:42 PM

Re: Babylon 5 Mod
 
It may be stupid, but it is legal. And that is all they need to suspend a good product line.

killer September 20th, 2002 09:48 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Captain Kwok:
It looks like you might be using the non-Gold Version of the Bab 5 mod - that would generate those kinds of errors![/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">How might i get the gold Version?

killer out

pathfinder September 20th, 2002 11:57 PM

Re: Babylon 5 Mod
 
Killer: look for PDF's flaming face-icon here : http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3

OLD Version but it works http://forum.shrapnelgames.com/images/icons/icon12.gif

my AI will work with it but the tech area, components and maybe settings files are out of date (usable but dated).

On the AoG license: While I do not like it, it is inevitable as most other contracts ran out a year ago for B5 stuff. Me just lucky to see it so I can get the REST of the B5 library I want http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 20, 2002, 23:01: Message edited by: pathfinder ]

pathfinder September 20th, 2002 11:59 PM

Re: Babylon 5 Mod
 
TimStone: Yeah, No race that I know of in B5 is gas planet-type. Val purposely, as SJ suggests, made it so VERY expensive that it is not cost effective to research gas colonization.

Val September 21st, 2002 12:10 AM

Re: Babylon 5 Mod
 
That is upsetting news, I loved the AoG stuff http://forum.shrapnelgames.com/images/icons/icon9.gif

Anyway, I have seen larger ships in my earlier AIs, so I'm going to restore my general AI (not the race specifics) and retest once I get some time.

Ooops - forgot to comment on the Gas Giant. Yeah, as PF and SJ said, it is meant to reflect the difficulty of such a venture in the B5 universe. I would like to remove it even from ruins techs. Originally I was going to change gas giant colonies around to represent an orbital colony and make them smaller http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 20, 2002, 23:13: Message edited by: Val ]

pathfinder September 21st, 2002 12:24 AM

Re: Babylon 5 Mod
 
Val: Oleg has a thread about switching the ORDER in the designcreation...list the big ships first, kinda like the weapons (preferred 1st, 2d choice, yadda..) .....says that works in the other proportions/QNP mod(s)....I'll try one race and see...

and I got a BIG order for a B5 library, so once I get it. I may be able to e-mail/post zipped .pdf's or doc's of specifics if anyone wants.

[ September 20, 2002, 23:28: Message edited by: pathfinder ]

Growltigga September 21st, 2002 01:01 AM

Re: Babylon 5 Mod
 
IF: judging by what they eat, I would expect them to be a mirky green or a pustulant brown

pathfinder September 21st, 2002 01:22 AM

Re: Babylon 5 Mod
 
Ahhhhhhh.....Now that's an ideer... thankee poohkitty

oleg September 21st, 2002 01:59 AM

Re: Babylon 5 Mod
 
I did't check Babylon5 AI, but it certainly works in other mods: When AI get an instruction to build "Attack ship", it builds the first "attack ship" design encountered in AI_designcreation.txt file. The best way to make AI build big ships is to arrange entries for "attack ships" in descenting order: biggest goes first.

Timstone September 21st, 2002 05:45 PM

Re: Babylon 5 Mod
 
Val: No, don't remove the Gas Giant Colony from the ruins. The ruins are just the place for such a discovery. Invaluable to the player regarding the huge cost to research. I say, keep it where it is.


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