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Re: Babylon 5 Mod
The Last time I started up the Vorlons, I don't think it listed Satellites on their select unit to design screen. Will have to check later.
Q : Will the Unique Techs Great Machine and Unique Ship Class lead to anything in .33? |
Re: Babylon 5 Mod
A heavy or massive mounted Shadow Planet Killer X gives a RCE. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
AGoetz
Great Macnine will give a massive WP and Planetary Gun that will pretty much knock one ship out of existance every 5 turns. Unique ship type hasn't happened yet, but it will give some new Ships (big surprise there) that will have built in abilities. PF I may have taken care of the problem in .33, so give what little hair you have left a rest (reference to you pulling your hair out over AI). IF Probably has something to do with upper end damage limits. What is the highest value it can get? .33 News Having some trouble with the Nomadic facilities, once it picks what it should at startup I will upload it. Everything Done so far for .33: 1.49.33 - Made change to settings for combat modifier. Changed all Gas Giants to new size Groups to represent Orbital Colonies (Mid Range, Massive & Enormous), they have smaller facility and population allowances, but are more easy to research. Added Colony Pics for all the various types. Added new ruins tech (Universal Colonizer) and components for the Great Machine (Planetary Gun and WP). Added more Intel and Events. Revised Reactors for all classes. Added new Derelict ships to planet pack. Added updated AI. Added new WPOpen pic. Reworked combat adjustments for ships and fighters, added Vorlon Personal Transport and added Scanner Jammers to Ancient Ships. Added new Raider/Nomad components. Added new Ship Types (Nomadic, Minbari, Markab, Raider). Made some changes in which weapons can be put on WPs. Modified recycle rate and sizes of Fighter mounted ballistics to better represent the limited payloads. Fixed Technomage Centauri Holoimaged Pinnace typo. Added new Nomad components, changed Nomadic ships to have combo LS/CQ - LS requirement now for Resource gathering. Added new Component Pics. Added basic Nomadic, Raider and Ancient Facilities. [ October 29, 2002, 12:06: Message edited by: Val ] |
Re: Babylon 5 Mod
How about a conclusion on the Vree shipset? Is it going to be finished any time soon? Just curious.
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Re: Babylon 5 Mod
Care to remind me what's missing?
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Re: Babylon 5 Mod
Quote:
You could give it 20 range, and then add a mount to boost that to whatever the size of the combat map is, along with an accuracy bonus http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
It's range 20. What is the limit of the map?
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Re: Babylon 5 Mod
Okay, here goes, the missing thingies in the Vree shipset.
Baseship-----------------------Heavy Fighter Battle Station-----------------Heavy Infantry Destroyer----------------------Heavy Vehicle Dreadnought--------------------Huge Satellite Fast Courier-------------------Infantry Heavy Baseship-----------------Large Satellite Heavy Destroyer----------------Large WP. Large Repair Tug---------------Light Infantry Large Transport----------------Light Vehicle Planetkiller-------------------Medium Fighter Relay Station------------------Medium Satellite Small Repair Tug---------------Medium Vehicle Small Transport----------------Medium WP. Space Station------------------Small Satellite Starbase-----------------------Small WP. Stellar Manipulator Barge------Super Heavy Vehicle Super Dreadnought War Station Quite a list, don't you think? [ October 29, 2002, 15:31: Message edited by: Timstone ] |
Re: Babylon 5 Mod
IIRC, the map is at least 50 squares across. You can test that by starting any simulation, and using the rangefinder on the ship that starts directly across from you.
[ October 29, 2002, 15:39: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Val: Can the closing sequence of the Jumpgate contain less than 20 frames?
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