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Re: Babylon 5 Mod
It may be stupid, but it is legal. And that is all they need to suspend a good product line.
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Re: Babylon 5 Mod
Quote:
killer out |
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my AI will work with it but the tech area, components and maybe settings files are out of date (usable but dated).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 ] |
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.
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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 ] |
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 ] |
Re: Babylon 5 Mod
IF: judging by what they eat, I would expect them to be a mirky green or a pustulant brown
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Re: Babylon 5 Mod
Ahhhhhhh.....Now that's an ideer... thankee poohkitty
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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.
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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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