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

pathfinder October 24th, 2002 11:37 AM

Re: Babylon 5 Mod
 
Val: for whatever reason my hotmail is hosed, so me asking this here: any preference as to what ship size has allegiance converter (technomage)?

AI_research drafted and AI_designcreation done for Technomages except for AC ships http://forum.shrapnelgames.com/images/icons/icon12.gif They just need some playtesting

Also, shouldn't the AC III be available after psyco-tech III not II?

[ October 24, 2002, 12:13: Message edited by: pathfinder ]

Val October 24th, 2002 05:42 PM

Re: Babylon 5 Mod
 
PF
Not a problem http://forum.shrapnelgames.com/images/icons/icon7.gif I brobably made a typo, I'll check it. I wouldn't put the allegiance subverter on any particular ship yet, I'm going to put it on the Kamakazi (sp?) ship and just tell it to make a few of them, else the AI will go a bit crazy using them.

IF
The derelict ships (which I would still like to get a better pic for - maybe the derelict ship they found in that episode of Crusades) have 0 pop 0 facil, but some will have special techs on board. I basicly added a ship pic to the Planets.bmp and made it a rock planet (so it could be 'colonized'). A few show up here and there in the various systems, but with no techs. Then I added a few to other systems (including Hyperspace) that have ruins. In my test games I have seen (on average) 6 derelicts, 2 with tech on them. Never made it to settle one though, so it is still untested.
Too bad I can't make it generate a ship you can repair and tow back to base, then reverse engineer.

AGoetz
The Ancients can afford quite a bit in the way of ships, especially if they get a few treaties going.
The Universal Colonizer is more expensive, but hey, you don't have to worry about planet type when you go to colonize http://forum.shrapnelgames.com/images/icons/icon7.gif

Nomor October 24th, 2002 07:04 PM

Re: Babylon 5 Mod
 
Val: The pic from crusade of the derelict ship is very dark http://forum.shrapnelgames.com/images/icons/icon9.gif but I'll send shortly. (sorry.. you mentioned it before) The other pic is of the Drakh ship that crashed on a planet, but you have that already. http://forum.shrapnelgames.com/images/icons/icon10.gif
Sent just prior to this edit... should be there now. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 24, 2002, 18:57: Message edited by: Nomor ]

Val October 24th, 2002 08:25 PM

Re: Babylon 5 Mod
 
As always Master Librarian Nomor, thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

And thank you to PF for the technomage AI hint pickup as well http://forum.shrapnelgames.com/images/icons/icon7.gif

AGoetz October 25th, 2002 01:15 AM

Re: Babylon 5 Mod
 
Quote:

2 shadow ships (esp. carriers) is a formidable force.
<font size="2" face="Verdana, Helvetica, sans-serif">I can just picture it now - 2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting the Gaim Homeworld - whose Racial Point Defence weapon has a range of 1 ... http://forum.shrapnelgames.com/images/icons/icon9.gif

Dead Meat October 25th, 2002 02:15 AM

Re: Babylon 5 Mod
 
Quote:

2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting the Gaim Homeworld - whose Racial Point Defence weapon has a range of 1 ...
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm well if thats the case then I'll save my self some time and just have one carrier with light fighters. Hows that?

AGoetz October 25th, 2002 02:34 AM

Re: Babylon 5 Mod
 
Could I have a look at the design specs for those fighters please. I want to see if I can design anti-fighter ships with at least twice the combat speed so that I can get them into range. After all if you're just going to use Light Fighters, there isn't a lot of room left for engines. http://forum.shrapnelgames.com/images/icons/icon7.gif

Should throw together a high tech start and see how many Shadow Fighters 60 PDF-Scattergun only Gaim Frigates can defeat ... Surely it's at least 5 http://forum.shrapnelgames.com/images/icons/tongue.gif What size Carriers will those be?

[ October 25, 2002, 01:36: Message edited by: AGoetz ]

Val October 25th, 2002 07:36 AM

Re: Babylon 5 Mod
 
Y'all are too funny!

Anyway - opinion time:

I'm thinking of the following ship types for the mod:
Civilian (B5 Standard Race) -80% Maint, -60% Combat
Corporate (B5 Standard Race) -65% Maint, -30% Combat
Military (B5 Standard Race) -50% Maint, 0% Combat
House (Centauri) -70% Maint, -15% Combat
Ancient (B5 Ancient Race) -75% Maint, +5% Combat
Tender (B5 Nomadic Race) -90% Maint, -30% Combat
Mercenary/Privateer (B5 Nomadic Race) -80% Maint, -15% Combat
Military (B5 Nomadic Race) -70% Maint, 0% Combat
Independent (Raiders) -75% Maint, -5% Combat

Fyron October 25th, 2002 09:29 AM

Re: Babylon 5 Mod
 
What's the reasoning behind this one:
House (Centauri) -70% Maint, -15% Combat

Val October 25th, 2002 04:08 PM

Re: Babylon 5 Mod
 
Ships are sponsored by one of the great Centauri Houses, where there are trained and outfitted, obviously their training isn't as good as standard military.

I was also thinking of adding the 3 Minbari Castes as different ship types mirroring the Civilian, Corporate and Military.


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