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Re: Babylon 5 Mod
Tell you what, The Canuck, the Gaim seem to be a practical species when it comes to politics - if we start close together and you promise to keep you raiding out of my sight (so we can have plausable denability) we may give you a few treaties and maybe let you have some tech. It all depends on your forces being available when we need some cannon fodder .. er .. forward scouts.
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Re: Babylon 5 Mod
Hey, thats for the ancients to do, not the Gaim. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Babylon 5 Mod
Hmm, true. Possibly too forward looking for a species that only stopped killing themselves because they noticed that there were others around.
Ok then, the Raiders will be exterminated from my sphere of influence unless they can come up with some worthwhile bribe - and even if they do I'll still want my forward scouts http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Babylon 5 Mod
Quote:
Really, whoever plays the raider/nomad race will have to roll play quite well - and they'll never really be a significant contender. They just need to be happy with playing the roll of "annoying jerk". Of course if anyone gets too irrate, it's byebye Nomad. In some ways it's the main players who need to roll-play accurately. Val, the nomad fac. look good to me. Until the components can support research and intel, the nomads will just have to be underdogs. |
Re: Babylon 5 Mod
Quote:
[ October 31, 2002, 00:06: Message edited by: Dead Meat ] |
Re: Babylon 5 Mod
Looking.
Looking. Was that something over there? Nope, nothing of importance. Just a Shadow fleet that forgot to include mine sweeping components http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Nomads will have to rely more on reverse engineering http://forum.shrapnelgames.com/images/icons/icon12.gif
I will be adding a few other facilities for them (raiders and nomads). I had thought about making the raider homeworld cloaked, but, it is a planet and if anyone tracked it down they would try to mow it down, then you'd be real raiders http://forum.shrapnelgames.com/images/icons/icon12.gif So, try to raid a few sectors away from your homeworld and make lots of local friends http://forum.shrapnelgames.com/images/icons/icon7.gif I still have other facilities I am working on for the individual races (Psi-Core Base, Centauri Great House, Minbari Temple, Vree Trading Guild and such), I am open to suggestions for more. I would like to have at least 1 unique facility per race that is fitting to their persona, would prefer to have a min of 2 (one that is easy to get and one that requires a bit of research). So, what do y'all got http://forum.shrapnelgames.com/images/icons/icon7.gif As to Shadow's without mine sweepers, I had mentioned a while back that I wanted to give all ancient class ships some minesweeping ability built in (based on ship size), what do y'all think of that? Finally, I wouldn't barter for Gaim scouts, I WOULD barter for some Gaim boarding parties though http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Val,
How about a planetary cloaking device in some of the upper Nomadic techs? Can't be that high up though, or they'd never be able to research it http://forum.shrapnelgames.com/images/icons/icon12.gif Do they have access to normal cloaking technology like the other races? |
Re: Babylon 5 Mod
Val: Re: Raiders Home Worlds - Could you not create tiny/small planets using bmp's of the existing Asteroid Belts (small/large).These would then represent hollowed out Asteroids, or old mined out asteroids. You could then give these "planets" certain abilities that would hide them (occupied status)from other players unless they either visited the asteroid or had the correct scanners.
You would have to give Raider Space Stations a low level cloaking ability http://forum.shrapnelgames.com/images/icons/icon6.gif if placed in Asteroid belts, maybe even give then a movement option say one per turn. http://forum.shrapnelgames.com/image...s/rolleyes.gif You could give the raiders a special ability that would enable them to fit more colonist on these "planets". http://forum.shrapnelgames.com/images/icons/icon6.gif Other players could colonise these planets but would not be able to colonise to the same level. Because you are using the same bmp's used for regular Asteroid Belts they would appear to be just another Asteroid unless you paid closer inspection. http://forum.shrapnelgames.com/images/icons/tongue.gif You could use that Under Ground Refuge City bmp to represent their home base..? http://forum.shrapnelgames.com/image...s/rolleyes.gif (BMP's Oct21st) You also have mail... http://forum.shrapnelgames.com/images/icons/icon10.gif ..for .34..is .33 ready? http://forum.shrapnelgames.com/images/icons/icon9.gif [ October 31, 2002, 03:24: Message edited by: Nomor ] |
Re: Babylon 5 Mod
How much for a fully manned Gaim boarding ship? One use only (you can't repair what you can't build). Comes complete with 3 Gaim Class X boarding parties - take a Star Base with ease!
We have a bid from the Drazi of 25000 minerals. Counter bid from the EA of the moon Epsilon V A. And here comes a representive from the Shadows who bids the continued survival of the Gaim species. I think we have a winner here folks. |
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