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

Fyron October 30th, 2002 11:16 AM

Re: Babylon 5 Mod
 
:Marks Timstone for observation:

Timstone October 30th, 2002 11:25 AM

Re: Babylon 5 Mod
 
Hahaha... I'll dubble check my wardrobe for any camera's that aren't mine. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 30th, 2002 11:28 AM

Re: Babylon 5 Mod
 
Don't worry, you won't be able to find them.

Timstone October 30th, 2002 11:56 AM

Re: Babylon 5 Mod
 
Grr... damn those Vorlons with their ancient techs! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 30th, 2002 12:04 PM

Re: Babylon 5 Mod
 
Yeah, damn those Vorlons. Wait... I just damned myself... better get to bed before I do that again. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone October 30th, 2002 12:05 PM

Re: Babylon 5 Mod
 
Sleep tight! Be sure you take those sleeping pills before you tuck in, us Vree might pay you a little visit. http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone October 30th, 2002 12:28 PM

Re: Babylon 5 Mod
 
Val: posted the animations of the opening and closing of the jumpgate. Hope it won't be returned due to storage overflow.

Val October 30th, 2002 06:13 PM

Re: Babylon 5 Mod
 
AGoetz
Same idea as the Jump Gate, required components that are so big they fill most of the space.
As to the Packet Torps on the planet, well... in the new Comp pack there have been quite a few changes to the weapon systems. For the most part only PDF weapons can be put on WPs now. But a 20,000 kt WP filled with PDF weapons would be a nightmare to most fighters http://forum.shrapnelgames.com/images/icons/icon12.gif

Dead Meat
I'm actually curious to see if a Planet Killer actual makes an appearance in the PBW game...

IF
Added in your mini cloaked ship to observe Timstone http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone
Should be ok, have quite a bit of empty space there. Will look at tonight.

All
Any comments on the Nomad/Raider facilities? Jimbob?

AGoetz October 31st, 2002 12:34 AM

Re: Babylon 5 Mod
 
re : Nomad Facilities. (based on reading the file, not on plugging it in and trying)
So if you select Nomad (but not Raider) you can only build :
Homeworld Stronghold, Trading Port, Training Outpost and Nomadic Ship Yard, Recylcing Centre and Atmosphere Adjuster? I know you can have ships/bases produce resources through negative maintance, but what about Research and Intel? Only the Homeworld Stronghold produces any Research/Intel points at all (and not much then).

If you add Raider Tech then you do get some more Research/Intel producers, but they are never going to be able to wrest as much out of planet as a Standard Race - and in a straight out fight (read AI control) that would probably doom them. Under the control of naturally sneaky Human they should Last longer but if a Standard Race player decides to squash them they are going to have a problem - but I suppose that is true of Raiders in the real world - they can cause some damage but if the spotlight heads their way they have to move.

The Canuck October 31st, 2002 12:51 AM

Re: Babylon 5 Mod
 
one thing about raiders is that they never really had a "homeworld". they had bases and bought ships and such from the blackmarket and from real empires. so i think to make it fair make the raider homeworld should be invisible or have alot of shields or something so that i, i mean umm... SOMEONE who plays as the raiders doesnt get wiped out too easily. i mean he/she needs to have a chance http://forum.shrapnelgames.com/images/icons/icon7.gif


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