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

Nomor August 21st, 2002 05:11 AM

Re: Babylon 5 Mod
 
[quote]Originally posted by Imperator Fyron:

Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif ... but

Also can we not have Listening Post's with a range factor e.g.

Ok.. Range of 3 ..4..5 etc ..would this not make for better strategy?

Re: Fighter and warp points. Was this ability not implemented by MM, it is mentioned in the Data files? http://forum.shrapnelgames.com/image...s/confused.gif

Data\VehicleSize.txt\ under

"Fighter:

Moves like a ship.
May or may not have the ability to warp through warp points. http://forum.shrapnelgames.com/image...s/confused.gif
Once fuel is exhausted, it is destroyed. "
http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron August 21st, 2002 05:23 AM

Re: Babylon 5 Mod
 
Also can we not have Listening Post's with a range factor e.g.

Ok.. Range of 3 ..4..5 etc ..would this not make for better strategy?


If the Long Range Scanner ability works on facilities, then yes. http://forum.shrapnelgames.com/images/icons/icon7.gif

Re: Fighter and warp points. Was this ability not implemented by MM, it is mentioned in the Data files? http://forum.shrapnelgames.com/image...s/confused.gif

Well... it seems as if it is an unimplemented feature.

Suicide Junkie August 21st, 2002 05:25 AM

Re: Babylon 5 Mod
 
"May or may not have the ability to warp through warp points."
I read that as "I haven't decided if fighters will be able to or not"
Then, Aaron made the fighters, and forgot to update that comment.

pathfinder August 22nd, 2002 01:32 AM

Re: Babylon 5 Mod
 
Nomo: The Listening Post allows in-system scanning. Research sensors (I forget what level) and you get them. The you build them, 1 per system is effective IIRC. They DO work http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor August 22nd, 2002 03:56 AM

Re: Babylon 5 Mod
 
Val et al. http://forum.shrapnelgames.com/images/icons/icon7.gif

Would it not make more sense to let Space Stations be "constuctable" by Colonies with out the need for a construction facility?
Fledgling colonies could construct a Space Station to provide repair/ ship construction abilities in less time.

A Basic Space Station: 1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays; Cost=6600m 200o 500r would take approx 1.2 years for a 500 pop jubilant colony to construct.

If they go to emergency build then .6 years. We can always assume that a colony of 500 million has some ability to build an orbital Space Station just like we assume they can trade resources and are contacted by a merchant fleet. If they decide an Orbital Station would benefit them more; so be it.( I've not checked if this is possible in the data files) http://forum.shrapnelgames.com/images/icons/blush.gif
On another note. Is there a scanner that lets you see what's on a planet/colony from space?i.e.Facilities/Troops etc? http://forum.shrapnelgames.com/image...s/confused.gif I seem to remember having this ability in the Original SEIV game, but it's so long since I've bothered with the non B5Mod that I've forgotten? http://forum.shrapnelgames.com/images/icons/icon9.gif

Re: Fighters. http://forum.shrapnelgames.com/images/icons/icon9.gif Does anyone have any pull with MM? I think it would be cool http://forum.shrapnelgames.com/images/icons/icon6.gif if fighters could use Jump Gates/Warp Points. They could then be used to Recon neighbouring system if you parked your Carrier just next to the Jump Gate. It would also be nice if they had some kind of immunity to gravitational forces say, due to their small size i.e. their power to weight ratio is better than a ships, as is their strength.

[ August 22, 2002, 03:20: Message edited by: Nomorlurk ]

Fyron August 22nd, 2002 04:02 AM

Re: Babylon 5 Mod
 
Would it not make more sense to let Space Stations be "constuctable" by Colonies with out the need for a construction facility?

You cannot build bases without a Space Yard. That is hard-coded.

On another note. Is there a scanner that lets you see what's on a planet/colony from space?i.e.Facilities/Troops etc? http://forum.shrapnelgames.com/image...s/confused.gif I seem to remember having this ability in the Original SEIV game, but it's so long since I've bothered with the non B5Mod that I've forgotten? http://forum.shrapnelgames.com/images/icons/icon9.gif

No. You have to attack a planet to see what's on it.

Re: Fighters. http://forum.shrapnelgames.com/images/icons/icon9.gif Does anyone have any pull with MM? I think it would be cool http://forum.shrapnelgames.com/images/icons/icon6.gif if fighters could use Jump Gates/Warp Points...

MM listens to the masses. http://forum.shrapnelgames.com/images/icons/icon7.gif If enough people request a feature (that isn't impossible to do within the game code), he usually adds it to the game.

killer August 22nd, 2002 05:10 AM

Re: Babylon 5 Mod
 
Where could I get the current By5 mod?

[ August 22, 2002, 04:15: Message edited by: killer ]

Fyron August 22nd, 2002 05:32 AM

Re: Babylon 5 Mod
 
From the download section of PBW. There are 4 files. 3 are in the Mods section, and the other is in the Ship Sets section.

killer August 22nd, 2002 06:16 AM

Re: Babylon 5 Mod
 
PBW?

pathfinder August 22nd, 2002 06:19 AM

Re: Babylon 5 Mod
 
PBW= Play By Web

Rambie August 22nd, 2002 06:43 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomorlurk:

Re: Fighters. I think it would be cool if fighters could use Jump Gates/Warp Points. [/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">This feature didn't make it out of the first Beta. It made fighters TOO powerful. http://forum.shrapnelgames.com/images/icons/icon7.gif

A scout sized ship is a good recon ship.

Fyron August 22nd, 2002 06:49 AM

Re: Babylon 5 Mod
 
http://seiv.pbw.cc

Rambie August 22nd, 2002 06:52 AM

Re: Babylon 5 Mod
 
I ment to put this here, not in it's own topic! Grrrr... (bangs head against desk)

Val asked me if I could host the B5Mod... so I've spent some free time working on a new site for it. Check it out: http://www.xmission.com/~rstulce/

If you have suggestions let me know. I can also host shipsets if you have one you'd like posted.

I'd also like to "Mod Contributors" list to give credit to all you guys who worked so hard on the Mod.

Also, if anyone has B5 or SE4 related pages that'd like links let me know.

Thanks,

pathfinder August 22nd, 2002 12:20 PM

Re: Babylon 5 Mod
 
Nice site Rambie!

Nomor August 23rd, 2002 12:58 AM

Re: Babylon 5 Mod
 
[quote]Originally posted by Imperator Fyron:

You cannot build bases without a Space Yard. That is hard-coded.

http://forum.shrapnelgames.com/image...s/rolleyes.gif So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)

Then it could be shipped on a Large Colony Ship (600kT) fitted with External Cargo Bay and Satellite Bay and launched prior to establishing the new colony.

This would be an AI nightmare but might work for PBW?

MM listens to the masses. http://forum.shrapnelgames.com/images/icons/icon7.gif If enough people request a feature (that isn't impossible to do within the game code), he usually adds it to the game.[/QB]

Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif

http://forum.shrapnelgames.com/images/icons/icon10.gif
Quote:

"The Hurr are an obnoxious aggressive sexist medieval bunch who shouldn’t fly kites let alone space ships. Unknown Abbai Diplomat"
<font size="2" face="Verdana, Helvetica, sans-serif">

[ August 23, 2002, 00:02: Message edited by: Nomorlurk ]

pathfinder August 23rd, 2002 01:44 AM

Re: Babylon 5 Mod
 
Has there been a spreadsheet of the various weapons and/or components for the races done? I started one but just wondered if there is one that already exists.

Makes it ALOT easier to do the AI_designcreation if ya know the weapon family, pre-requisites, etc http://forum.shrapnelgames.com/images/icons/icon12.gif and also helps make the AI_research file too. That is without having to stumble around the techarea and component files but one time http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

[ August 23, 2002, 00:45: Message edited by: pathfinder ]

Rambie August 23rd, 2002 03:07 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Nice site Rambie!
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Pathfinder.

I'm thinking of moving the menu to be border the top picture so there'd be more room on the page. But I start school again soon so I may not have time. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron August 23rd, 2002 05:12 AM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/image...s/rolleyes.gif So if there was a 500kT super satellite somewhere could it not achieve the same end if the components listed could be made to be satellite mountable? (i.e.1x Bridge; 2x Life Sup; 2x Crew Qtr; 1x Ship Yard; 2x Cobra Bays)

Technically, that would work. BUT, multiple "base-sats" would stack with each other, like normal satellites do. That wouldn't be very good at all. http://forum.shrapnelgames.com/images/icons/icon7.gif

Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif

Give them a Fighter Bay and load some fighters on. That gives them an escort. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder August 23rd, 2002 05:25 AM

Re: Babylon 5 Mod
 
Hmmmm......fighter bays in LARGE colony ships...sumthing to consider...thanx o' souless Vorlon ..... http://forum.shrapnelgames.com/images/icons/tongue.gif

Da path, the derelict ShagToth

Fyron August 23rd, 2002 05:47 AM

Re: Babylon 5 Mod
 
Good, go on thinking we are soul-less. That will keep us from having to eliminate you thieves.

Rambie August 23rd, 2002 08:21 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomorlurk:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Could we not make fighters suitably vulnerable that even if we had them Jump Gate capable it would balance out. I want to be able to send Colony ships out with a small fighter escort. http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="Verdana, Helvetica, sans-serif"></font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, scouts are small and cheap. They make good escorts for transports and colony ships. That is, until you can setup other defenses.

oleg August 23rd, 2002 04:56 PM

Re: Babylon 5 Mod
 
Where can I find latest Gold AI ? Pathfinder, can you please post what you made ? I want to start actively play Babylon mod but I have only Gold installed on my computer.

overminder August 23rd, 2002 06:25 PM

Re: Babylon 5 Mod
 
The MOD looks great. But where can I find the shipsets? I have the shadows, EA, Narm regim. is that all the shipsets?

jimbob August 23rd, 2002 11:12 PM

Re: Babylon 5 Mod
 
Overminder: you can get the complete ship set from the PBW site ( http://seiv.pbw.cc ) and go to "downloads". Downloads is split into several major sections, and the files you need for the B5 mod are split between two of these.

i) download the shipset from the "Shipsets" Section. This will be the section that is open to start with, so just scroll down until you find the file for B5 (called B5ShipSetsMod v1.x.30)

ii) if you don't have the mod files yet, you can download them (three of them) from the "Mods" section.

[ August 23, 2002, 22:15: Message edited by: jimbob ]

pathfinder August 24th, 2002 12:47 AM

Re: Babylon 5 Mod
 
Oleg: I am willing to zip what I have with the understanding that that I am only modifying the AI_designcreation and AI_research files so that the AI will reasearch/design the BASIC race-specific components/techs. They are far from complete except for weapons. I have only done the Brakiri, Minbari, EA, Narn and Shadows. If this is acceptable, I'll zip a "Pathfinder's AI set" this week-end. IF I get it done, the Centauri will be added, but no guarantee. and NO warranty that the AI is a good one. This was just done by me so I could see the AI at work so to speak.

Overminder: another spot to get the shipsets is rambies site at:

http://www.xmission.com/~rstulce/B5Web.htm

[ August 24, 2002, 01:58: Message edited by: pathfinder ]

pathfinder August 24th, 2002 02:53 AM

Re: Babylon 5 Mod
 
Stumped at the moment. Trying to do decent AI_desgncreation but no guidance except for the Agents of Gaming (AGOG) B5 Fleet Action materials. Are these any good????...need to know before I sink any $$$ into getting a couple of the ship books.

[ August 24, 2002, 01:54: Message edited by: pathfinder ]

oleg August 24th, 2002 04:13 AM

Re: Babylon 5 Mod
 
Yes, just post what you have, I know how difficult and timeconsuming is to make AI for mod so different from stock SE

Lighthorse August 24th, 2002 05:05 AM

Re: Babylon 5 Mod
 
Hey Pathfinder,

There a collection of B5 books for SF gamers. I have see them at a local hobby shop. There one that cover the whole all the B5 races and technology, but the down side it cost about 35.00 dollars. Not sure if this what you're looking for. Let me check into some B5 other websites for you.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse August 24th, 2002 05:17 AM

Re: Babylon 5 Mod
 
Pathfinder,

Try these following websites for information on B5 races and technology.
http://www.agentsofgaming.com/b5w.htm
http://www.midwinter.com/lurk/resources/Online.html
Hope this helps some.
Lighthorse

oleg August 24th, 2002 05:55 AM

Re: Babylon 5 Mod
 
I never had any of Agents of Gaming' books in my hand but I do not think they can help you with AI_DesignCreation file http://forum.shrapnelgames.com/images/icons/icon7.gif But if you get one, scan any picture of Bab5 spacecrafts - might help with refining shipsets !!

pathfinder August 24th, 2002 12:06 PM

Re: Babylon 5 Mod
 
Oleg: the AGOG rules books have both background materials on the various races but also .pdf of the ships with what weapons/components and how many. It would help to know the prefferred weapons/components since I didn't get to see much of B5 http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse: Thanks, I'll check locally and if I can't find anything I'll get a couple from AGOG.

[ August 24, 2002, 11:37: Message edited by: pathfinder ]

Nomor August 24th, 2002 07:34 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Stumped at the moment. Trying to do decent AI_desgncreation but no guidance except for the Agents of Gaming (AGOG) B5 Fleet Action materials. .
<font size="2" face="Verdana, Helvetica, sans-serif">pathfinder:

I don't know if this is what you're looking for, but this site has a lot of work put into it regarding various race ships and weapons. Try the Centauri as an example using the following links. You'll find that the tables print up nicely.

http://www.datasync.com/~mtg02/ ;then look under Centauri Republic, then under Weapons (and try under ships). There is a lot of description and stats.
I think he has used (AGOG). http://forum.shrapnelgames.com/images/icons/icon7.gif

e.g. Twin Array-The current standard tertiary weapon of the Centauri, this is one of the more potent of its class. Lacking the range and hitting power of its closest competitors, it compensates with an incredible rate of fire. Centauri ships bristle with Twin Array mounts with typically excellent arcs of fire. These are one of the great strengths of the Centauri fleet.

[ August 24, 2002, 18:43: Message edited by: Nomor ]

pathfinder August 24th, 2002 08:30 PM

Re: Babylon 5 Mod
 
Nomor: Yup, that is what me looking for. Atleast the races depicted can get the "prefferred" weapons http://forum.shrapnelgames.com/images/icons/icon12.gif thanks!

Centauri AI_designcreation done, now for the hard one---AI_research..

[ August 24, 2002, 20:58: Message edited by: pathfinder ]

Nomor August 25th, 2002 12:07 AM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/icon12.gif
Re: PBW; If we* take 1 turn every 2 days that's 8 per week.
(*That the you "we", not the me "we" http://forum.shrapnelgames.com/image...s/confused.gif .)

And we want to build a Manufacturing Colony on a Tiny (500m) planet @ 6.7 yrs game time or 67 moves that would take how long real time? 8 point 3 weeks.... http://forum.shrapnelgames.com/image...s/rolleyes.gif

And if we want to build a Home world Hub on a Tiny planet @25.3 yrs game time or 253 moves that would take...? 31 and a bit weeks...! http://forum.shrapnelgames.com/images/icons/shock.gif

I'm suddenly.... very.. very.... tired http://forum.shrapnelgames.com/images/icons/icon10.gif

Anyone heard from Val? http://forum.shrapnelgames.com/images/icons/icon9.gif

[ August 24, 2002, 23:15: Message edited by: Nomor ]

pathfinder August 25th, 2002 12:37 AM

Re: Babylon 5 Mod
 
OK, some basic Race AI for the B5 MOD. Compatible with both 1.49 and Gold (only did AI_designcreation and AI_research files).

They are in the AI/shipset forum:

http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001

Nomor: Nope haven't heard from Val in 2-3 weeks. Hehe, it does take awhile for a game to get going http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 24, 2002, 23:39: Message edited by: pathfinder ]

pathfinder August 25th, 2002 02:29 AM

Re: Babylon 5 Mod
 
Weapon Platforms: Comments? IIRC Val wantes to do away with them OR make them PD only. Me...prefer and way I play it is as PD/Anti-fighter defense for planets. re-doing generic AI and wondering if to bother having more that one level (small) of weapon platform...

Fyron August 25th, 2002 03:07 AM

Re: Babylon 5 Mod
 
Maybe they could be allowed to have armor on them too, to increase the amount of damage necessary to destroy the planet.

pathfinder August 25th, 2002 03:26 AM

Re: Babylon 5 Mod
 
IF: I always, if available, put heaviest armor that will fit on them; so that sounds good to me http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron August 25th, 2002 03:28 AM

Re: Babylon 5 Mod
 
I don't build many weapon platforms. But when I do, the first couple have 2 PDCs and the rest armor comps. http://forum.shrapnelgames.com/images/icons/icon7.gif Increases the planet's survivability.

pathfinder August 25th, 2002 03:43 AM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/icon10.gif

One other thing, IIRC, is Val wants to add an ability to wp's of anti-infantry.

Hehe, maybe a good thing to do that. I have seen the Narn land 300+ Elite infantry on a planet to take it.

[ August 25, 2002, 02:43: Message edited by: pathfinder ]

Nomor August 25th, 2002 03:46 AM

Re: Babylon 5 Mod
 
If you're a space faring race the first line of defence would be ships, then fighters, then "GOD sats around Earth" then planetary based missile systems.

The problem with the latter is that too much of the missile would be taken up with propellant and less on warhead.

Your heavy destroyer busting missiles would be on orbital sats/stations. Missile systems on planet surfaces would have to be light, fast, long range affairs; otherwise there seek times would be very slow as they fought against gravity and the atmosphere.

This is less of a problem on planets/moons with low gravity's and thin or no atmosphere. e.g. Mars or our Moon.

In fact it makes more sense to have a nice strong, concrete, semi-buried, pop up missile system on these worlds than a nice sore thumb of a satellite. How do you reload a satellite any way? I would think mobile ground system would be more easily maintained on fledgling colony worlds and easier to conceal.


Why not have Planet based missiles as Fast firing e.g. 2 or 3 missiles per turn*; rapid seeking; but very low damage. http://forum.shrapnelgames.com/images/icons/icon9.gif *OK I know it can't be done. Let the launchers be 3-5kT?

Let them be multi targeting e.g. ships/fighters/seekers.

This would be more realistic. Fighters should not be able to attack planets with too mush success. Missiles would be taken out by antimissile missiles; leaving it up to the capital ships to have to get within range.

It is important to allow planet based missiles to have very long ranges as they are only trying to destroy small targets.Ship based missiles designed to damage planetary facilities would have to be heavy yield ;slow and shorter range in order to impact a much larger stronger planet based target.

This would result in a tech battle as capital ships designed for planet capture would develop and carry armour that negates the effect of low yield planet based missiles. So research would have to be done to increase the effectiveness of the opposing technologies. IMHO http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif However I'm glad it's not me working on the AI http://forum.shrapnelgames.com/images/icons/icon10.gif

[ August 25, 2002, 03:28: Message edited by: Nomor ]

pathfinder August 25th, 2002 04:58 AM

Re: Babylon 5 Mod
 
Good ideas Nomo, BUT there were no planet-based defenses in B5 on TV except for the planet that B5 orbited...sssssooooooooo........ http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 25, 2002, 04:08: Message edited by: pathfinder ]

oleg August 25th, 2002 07:29 AM

Re: Babylon 5 Mod
 
I think it would be better to leave WP as it is now. True, there are no WP in Babylon5 (or ST) but this is babylon5 mod for SEIV, not a separate game. There are not many ways to defend planet, getting rid of WP will only make game poor, IMHO.

pathfinder August 25th, 2002 02:36 PM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/icon10.gif

Just shows ya what I know about B5.

Works for me. But final AI depends on what the chiefs say.. http://forum.shrapnelgames.com/images/icons/icon12.gif

oleg August 25th, 2002 04:14 PM

Re: Babylon 5 Mod
 
Recycling B5 episodes in memory - I do not have them all in video/DvD - I vaguely remember that in "fall of centaury prime", regent said that he "turned planetary defences off". It is entirely possible that more adavanced civ., like Minbary and Centaury, did invent WP. It is just backward EA that can not figure it out !! Just think of it - Vorlons left formidable defences arond the Homeworld, and Zha'dum was not without at least some devises when Shadows run away !

Suicide Junkie August 25th, 2002 04:53 PM

Re: Babylon 5 Mod
 
"IF: I always, if available, put heaviest armor that will fit on them; so that sounds good to me"

Question: The heavy armor for ships is not the strongest armor: light armor has more hp/kT. If your WPs are using the same components, then many layers of light armor would be better.

pathfinder August 25th, 2002 05:03 PM

Re: Babylon 5 Mod
 
Hmmm...200 light armor on a wp.....plus X number wp with PD.... http://forum.shrapnelgames.com/images/icons/icon10.gif

Nomor August 25th, 2002 05:50 PM

Re: Babylon 5 Mod
 
Lighthorse.. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by Lighthorse:
Hey Pathfinder,

There a collection of B5 books for SF gamers. I have see them at a local hobby shop. There one that cover the whole all the B5 races and technology, but the down side it cost about 35.00 dollars. Not sure if this what you're looking for. Let me check into some B5 other websites for you.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">This book looks interesting. Do you know its title and/or ISBN number? http://forum.shrapnelgames.com/images/icons/icon7.gif

"Christopher Russo maintains a very complete guide to B5's aliens, Encyclopedia Xenobiologica." Not anymore. http://forum.shrapnelgames.com/images/icons/icon9.gif Does anyone have a backup of his info. There are major gaps in alien bio info? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ August 26, 2002, 14:53: Message edited by: Nomor ]

Nomor August 26th, 2002 01:58 AM

Re: Babylon 5 Mod
 
Here is the link to the only episode guide that gives detail of ground based weapons systems.

Link: http://www.visi.com/~wildfoto/synopsis/420.html

See ACT TWO Second reference to Mars, 2nd and 3rd paragraphs. Reproduced here:

" Marcus and Lennier's White Star enters Mars' atmosphere creating a great disruption. It soars over the planet's surface taking out several laser sentries that would have hit Sheridan and Delenn's fleet otherwise.

In the bunker, they all hit the deck, and the White Star zooms in and destroys some fighters on the ground. Inside the bunker, Garibaldi spots a defense tower that has detected and targeted the White Star, and Number One orders that the bunkers guns destroy the tower, which they do." http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

That being said http://forum.shrapnelgames.com/images/icons/icon7.gif ground based weapons systems may not have featured in B5 simply because the plot didn't require them to. We know that they had missiles http://forum.shrapnelgames.com/images/icons/icon12.gif .

Please keep the weapon platforms just make them less damaging. http://forum.shrapnelgames.com/images/icons/tongue.gif

http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 25, 2002, 13:12: Message edited by: Nomor ]

Lighthorse August 27th, 2002 06:24 AM

Re: Babylon 5 Mod
 
Pathfinder

I saw the book in a local hobby shop downtown in Portland, Or. It cost about $35.00. I can't remember its name or number coding, sorry. It did go with the B5 wargame rules, as it combined information together. It listed some, maybe all the different type races, ships, race history, and technologys. Check that website for its listing of books, it should be in there. I can tried to drop by the hobby shop again for you, if you have no luck.

Lighthorse


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