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Re: Babylon 5 Mod
Quote:
Oh have you done anything to the pulse weapon tech as before it was kind of not as good as laser tech and it takes more research. (laser weapons need physics 2 and laser weapons tech, Pulse weapons need physics 2, particle AND pulse tech). Also pulse weapons take more room. BUT do have one less reload time (3 compared with laser's 4). Just what i've noticed as an avid Earth Alliance goodie goodie. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
I'll lower the Combo laser/pulse weapon weights (as I originally intended) but the upkeep/maint will be statying the same or increasing (they are described as very high Maint).
I'll try to post 1.49.32 by tomorrow night. |
Re: Babylon 5 Mod
Val:
So, question is , should send you what I have on Zathras now or should I crop and bmp them first? I have 8 or 9 plus an Alwyn! http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
Alwyn too? Amazing!
Go ahead and bmp/crop to 128x128, it'll save some time. We'll go for the non-letterbox, that has been looking better http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks! |
Re: Babylon 5 Mod
Val: Too late http://forum.shrapnelgames.com/images/icons/icon10.gif already in your mailbox, but let me know...time for bed http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Babylon 5 Mod
Val: Re email.
I have so much spam in my inbox that I accidentally erased your Last email (one of those "see it right as it's deleted" experiences). would you mind sending it again? Thanks |
Re: Babylon 5 Mod
Jimbob
I think I was just asking your opinion on whether to send out 1.49.32 before we started the PBW or not, I think... it is a little late http://forum.shrapnelgames.com/images/icons/icon12.gif All Ok, here is the 1.49.32 update b5modupdate149-32.zip It includes: 1.49.32 - Fixed typos in Racial Text and Tech Areas. Added details to Technomage General file and new Race Portrait. Added 4 HyperSpace System Pics (128x128, 1024x768 & 800X600). Fixed a few minor AI errors. Added new Quadrant and System types (B5 Standard) that are geared towards the mod races, making a more B5 friendly universe. Fixed errors in VehicleDesign file. Added preliminary open/close jump gate sequences. Added new specialty Gaim ship control components, new Crew Quarters for the major races (art to follow). Added special self destruct for Ancients and Technomagi. Added 2 new Unique Ruins Techs (Ancient Atmospheric Adjuster & Unique Ship Type). Added new facility and corresponding tech, Atmospheric Adjuster. Added new Intel project 'Release Contagion' and several new Intel/Event graphics. Atmospheric conVersion takes a long, long time. |
Re: Babylon 5 Mod
I have two things to say so far :
Any race that I'm at war with had better have Security details/Self destructs on their ships - those Gaim boarding parties make normal ones look weak http://forum.shrapnelgames.com/images/icons/icon7.gif I thought that the standard games' 2-3 years to change an atmosphere felt long - 20 years if you have the Ancient Version, 40-60 years without ! http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Gaim infantry will be pretty rough too, after the revision. Yeah the Atmosphere conVersion takes quite some time http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
PF: Wow, nice odds, I wich I could handle a computer opponent with those odds. Impressive.
Yeah, I know I'm a biut of a rooky... Val: I mailed you the reactor changes. |
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