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Re: Babylon 5 Mod
When creating the game, create some empires to be run by the AIs. Either load them from .emp files, or create them from scratch. Make sure to check the "Controlled by AI" box for each race that you want to be run by the AI (in the Edit Race window).
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Re: Babylon 5 Mod
IF: Having some problems with uploading the new Minbari .emp in place of the old one, can you give me some pointers?
Anyone: Any ideas on how the Lorkan would play? Needing some insight into their character so that I can play... er.. in character. |
Re: Babylon 5 Mod
Send an email to Geoschmo asking him to remove the old one. That is the only way to get it removed.
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Re: Babylon 5 Mod
Great Planetary Gun not allowed for the Great Planetary Weapon Platform? Isn't for the Minbari in my current game...
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Re: Babylon 5 Mod
You could give normal weapon platform guns the Engine ability. Have normal WPs have a high max engines, so that they can have as many weapons as will fit. Then, the Gropos WP would have 0 max engines. It would only be able to have the huge mega cannon thingy on it, and would not be allowed to have normal weapons on it. Of course, this requires that all of the weapons placable on WPs have to a different entry than the ship Versions of them, which might be too much work. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Yikes! The Pak'Ma'Ra sure believe in invasion....3 fleets, one an assult fleet with ~750 elite pak-e-mon GROPOS..whaaa.....lost a whole system to them so far. The other two fleets are straight glass the planet/wipe the floor with the Minbari fleet http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Current game status report : as the Gaim.
I've grabbed ~12 systems and am just trying to defend against all comers (I'm not at war, I'm just not signing any treaties). Currently in contact with the EA, Vree, Markab and Minbari (was in contact with the Technomages - but seeing as the standard AI file for them probably should still mention Nomad tech, they are now a productive planet supplying me with O2 breathers) and I'm going to have to build some new fleets after a Vree thrust (1 H Cruiser and 6 Cruisers) came through a Jump Point they hadn't exploited before and crushed the 7 Destroyers and 1 Frigate I had there - fortunately it's a dead system (asteroids only) and I was able to vector reinforcements to prevent them breaking out of the system. At least it's helping my tech - I can currently mix and match Gaim, EA and Vree weapons on my ships - and once the Markab and Minbari start sending anything more than a Scout my way I'll try to grab them too. Currently spending 84K minerals on ship maintance - and with the exception of the first H Cruisers rolling of the production lines my heavist ship is a Destroyer ... Designs in use : Biting Ant : (Destroyer Hull, 2 Particle Concentrators, 1 PDF Scattergun, rest engines and bulkheads) Stinging Wasp : (Frigate Hull, 1 Gaim Boarding Party, 3 Packet Torpedoes (next generation will mount an EA missile system), engines and bulkheads) Just started producing Red Ant : (H Cruiser Hull, 6 Particle Concentrators, 2 PDF Scatterguns, engines and bulkheads) This is being interesting - hope I don't get an RCE. [ November 03, 2002, 23:10: Message edited by: AGoetz ] |
Re: Babylon 5 Mod
Nice progress report, good to read.
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Re: Babylon 5 Mod
IF: Ok. We've done everything up to the point of
Quote:
I want to make sure that my first turn isn't run by the computer - that would be a lot of wasted research points! [ November 04, 2002, 17:53: Message edited by: jimbob ] |
Re: Babylon 5 Mod
I'll just kick you guys and reassign you to the other slot after I upload the game file. http://forum.shrapnelgames.com/images/icons/icon7.gif
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