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

Suicide Junkie January 16th, 2002 11:47 PM

Re: Babylon 5 Mod
 
There have got to be ground based missiles, and maybe some beam weapons, useful for a slash at troop transports & stuff drifting too close
(Range 3 or so?)
Nothing too serious, but they should be able to hold control of a planet despite some "splash damage" from an orbital battle. Sort of an air-raid bunker for small pop colonies.

RE: black hole stars: I'll have to go with Val on that. The distortions would look cool, but they would probably not mesh with the system-wide image, and end up looking dumb http://forum.shrapnelgames.com/images/icons/icon9.gif

If you want an accurate B5 game, you'll have to go with a scenario.
For lots of good random games, let the wanderers & pirates have their homeworld for initial production.
When it gets destroyed (as it will inevitably be, since they can't build colonies) then they will move into the true Nomadic/Pirate lifestyle.

The Drahk will be unrealistic except in a scenario, so they should probably be set up like a neutral for random games.
If you find and befriend or enslave them, then they could go and fight on your side, or whatever.

Fyron January 17th, 2002 01:40 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>It would be neat to create the ancient ships as wanderers (single ships), though that would probably be easier to create in a scenario situation. Just make them their single super ship and give it nil maint. Right?<hr></blockquote>

Right.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>If nobody wants to model the star, we could always "clip out" the middle of the blackhole and make that the star pic, so it will look exactly the same as far as anyone is concerned.<hr></blockquote>

That is probably the best solution.

[ 16 January 2002: Message edited by: Imperator Fyron ]</p>

tesco samoa January 17th, 2002 07:07 PM

Re: Babylon 5 Mod
 
The new BAB5 series starts Sat.

Fyron January 18th, 2002 03:38 AM

Re: Babylon 5 Mod
 
Is it a series, or a movie, or a movie that will be the first episode of a new series (like Crusade)? The previews I saw a few days ago on sci-fi channel said it was just a movie, and didn't mention a series. Please excuse the ignorance. http://forum.shrapnelgames.com/images/icons/icon7.gif

Val January 18th, 2002 06:05 PM

Re: Babylon 5 Mod
 
It's a 2 hour movie "Legend's of the Rangers" on Sci-Fi at 9 EST. If it does well it will become a series (acording to the creator and Sci-Gossip).

So far I've only heard from one person on the Weap Plat thing. We can include some new facilty types to make invasion more difficult (bunkers, defense facilities, etc.), but I don't even remember planet based missiles in the show. The best example was in the movie when the Drahk (or Minbari battle of the Line) attacked Earth. Everything was ship or orbital sats/bases. The only thing from Earth were fighters and atmosphere capable ships. So, do we keep them, or just cut down their range to almost nothing (like 1 - 3 squares)?

Also, wanted to let everyone know that the ranges/damages for weapons are almost complete, but now I need input on tonnage and costs. Any volunteers?

oleg January 18th, 2002 06:10 PM

Re: Babylon 5 Mod
 
Does anybody have any idea when (if at all) it will be in UK ? http://forum.shrapnelgames.com/images/icons/icon9.gif

Growltigga January 18th, 2002 06:13 PM

Re: Babylon 5 Mod
 
Oleg, I suspect we will not see it until it comes out on video or DVD

oleg January 18th, 2002 06:17 PM

Re: Babylon 5 Mod
 
Too bad. Somebody will definetly put it in Morpheous but my university does not allow it. And home connection is just too slow http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 19th, 2002 12:36 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also, wanted to let everyone know that the ranges/damages for weapons are almost complete, but now I need input on tonnage and costs. Any volunteers?<hr></blockquote>

Sure, I can volunteer. Send me the latest weapons spreadsheet, and I'll try to come up with some sizes and costs. Do you need someone to code all of this info into the components.txt file?

Val January 19th, 2002 12:44 AM

Re: Babylon 5 Mod
 
Weapons.zip

If y'all want to check out the prelim weapons damage here they are.

Anybody want to help with tonnage and costs?


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