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Re: Babylon 5 Mod
Val, RE AoG: Yeah, really like the books. The Drazi will be SOOoooo easy now that I did a Gaim ship (bought or salvaged from the Drazi). Seems the Drazi have basically 1-2 ship styles. Gaim should should be done this week-end with Drazi very close behind.
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Re: Babylon 5 Mod
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If you design two otherwise equal ships, and put heavy armor on one, and light armor on the other, the light ship you can see the difference. The light ship has 6000 hitpoints, and the heavy ship has 4000 hitpoints. But, the heavy ship wins 2/3rds or more of the time. Why? The light ship's armor is breached more often, it loses its weapons, and proceeds to be beaten into a pulp. Also, the heavy armor is much easier to repair after combat, since you need much fewer components to protect a ship. |
Re: Babylon 5 Mod
PF
Yeah, I have a few DoGA Gaim ships that I did for their Neutral shipset, plus I have their Centauri and EA hulls. I also have the color sets for DoGA already, so once you send me the DoGA files it will be easy to bring them in http://forum.shrapnelgames.com/images/icons/icon7.gif The books are a big big help! Timstone Reactors - I think there is a natural progression, each progressively larger Reactor should be better. I will recheck all reactors, I had only heard of the Ancients having an issue with reactors, I thought the others were ok (a balanced progression). Homework should always come first http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 10, 2002, 18:12: Message edited by: Val ] |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
hmmm, maybe not http://forum.shrapnelgames.com/images/icons/icon12.gif OR maybe we make ancient starbases more expensive to build so there is more of a comitment in resources to then create resources? Or make a dedicated type for it. Opinions? Could do this for all races, just make the values different.
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Re: Babylon 5 Mod
So, question still remains, should I post 1.49.32 patch now or not? It does work with all current 1.49.31 empires.
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Re: Babylon 5 Mod
Post the .32 now, then we start with our conquest of the galaxy the Babylon 5 way!
If I can find time for it, I will make the animation tomorrow. I don't mind if it isn't in the .32 release. There will always be .33. http://forum.shrapnelgames.com/images/icons/icon10.gif SJ: Thanks for the clearification. [ October 10, 2002, 21:12: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Re: Armor.
Another strategy for combat would be to build a few light armor ships, or ones that have extreme structural reinforcement. That way, your enemies may get distracted, and keep pumping round after round of plasma, missiles and various other implements of destruction into the decoy hulk while your real warships dig into their flank! |
Re: Babylon 5 Mod
"That way, your enemies may get distracted, and keep pumping round after round of plasma, missiles and various other implements of destruction into the decoy hulk while your real warships dig into their flank!"
This is where the "damage percent" strategy comes in handy. Phoenix-D |
Re: Babylon 5 Mod
Yep, but then, if they lower the damage percent too far in order to deal with your decoys, they might not actually disable your warships before they switch targets http://forum.shrapnelgames.com/images/icons/icon10.gif
In any event, there are bound to be lots of cripples on the winning side, which is a very nice effect. |
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