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 Re: Babylon 5 Mod I'm really getting somewhere now with the design of the Battleglobe. It's almost finished. I might be able to post a pic of it today, but that's unsure, I have mountains of work to do.   http://forum.shrapnelgames.com/images/icons/icon9.gif | 
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 Re: Babylon 5 Mod AGoetz: *scratches head....the newest Gaim AI_research SHOULD have ballistics to level 10 and very early on. As for the other weapons *shrug* I have repeated asked this past summer if I should leave off the majority of other weapons research and met with silence so I left it in. Do note that the Gaim also used lasers (but so far as I can tell only on battlecruisers) I re-worked all the AI except technomages this week-end and finished Last night. Mainly on getting ship/propulsion and reactor research done a bit sooner. Plus re-worked Gaim AI_designcreation and added Dilgar creation. Timstone: Super! [ December 03, 2002, 11:18: Message edited by: pathfinder ] | 
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 Re: Babylon 5 Mod Well poo    http://forum.shrapnelgames.com/images/icons/icon8.gif      http://forum.shrapnelgames.com/image...s/confused.gif    it seems that I picked the wrong files to upload....bah! 1038915353.ZIP I checked it this time and the correct files got uploaded. I just hope this set is better http://forum.shrapnelgames.com/image...s/rolleyes.gif [ December 03, 2002, 11:39: Message edited by: pathfinder ] | 
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 Re: Babylon 5 Mod PF, the changes would seem to make the Gaim more realistic. IMHO mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif | 
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 Re: Babylon 5 Mod General weapons should on be used by the ai UNTIL they have their race weapons. I don't particularly want to see the centuri using particle cannons II when they've got ion torpedos researched and ready to use. I myself as EA use particle weapons untill i get laser weapons, then i only use laser weapons untill i get Laser/pulse weapons up to the same standard. I usually only research weapon wise: particle,(advanced + normal) laser, pulse, balistic, point defence As these are the EA's "weapons of choice" http://forum.shrapnelgames.com/images/icons/icon10.gif | 
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 Re: Babylon 5 Mod Could ya'll (lurkers and testers) give me your general feel on the topic AGoetz brought up (I agree with him but I don't want major re-write without some concensus): Take out all but 1 "general" weapon set and only leave racial weapons in? | 
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 Re: Babylon 5 Mod Looks better, thanks Pathfinder. | 
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 Re: Babylon 5 Mod AGoetz: NP, now ifn ah could just gits rid of them typos  http://forum.shrapnelgames.com/image...s/rolleyes.gif  oh fer a spill chukker werth beans  http://forum.shrapnelgames.com/images/icons/icon12.gif | 
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 Re: Babylon 5 Mod Quote: 
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 Re: Babylon 5 Mod I got a test game going with the "dead-wood" weapon research taken out of the ShagToth to see how they do... Well, if nothing else I fixed 2 errors in the Drazi AI_research file and 1 in the Drazi AI_designcreation file. [ December 05, 2002, 02:51: Message edited by: pathfinder ] | 
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