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

Nomor December 23rd, 2002 09:33 PM

Re: Babylon 5 Mod
 
Timstone: See pathfinder bottom of page 9 and me top of page 10 for reference to Tug problem. I also e-mailed Val on this issue before the .33 update but he must have overlooked it in the plethora of other corrections and improvements.
http://forum.shrapnelgames.com/images/icons/icon12.gif
With being away so long it's going to take him a week just to read through and reply to all the forum comments. http://forum.shrapnelgames.com/image...s/rolleyes.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 23, 2002, 19:34: Message edited by: Nomor ]

Timstone December 23rd, 2002 10:27 PM

Re: Babylon 5 Mod
 
I'm terribily sorry fot that, thank you Nomor.

Canuk: Pray for your live! Mauhahahaha... http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder December 23rd, 2002 11:56 PM

Re: Babylon 5 Mod
 
Noble: Do NOT know of any method/strategy myself. I always use tactical when actually doing a ground invasion...

Timstone: One of the problems it seems is when level 11 engines (Ultraefficient Fusion I) is researched and a specialty ship (e.g. large tug, larger carriers) are designed, some limit is breached and RCE is induced. Had similar problem early June with Level 6 Standard Fusion I. For the life of me I can't figure out what Val did back then to fix that one, similar fix hopefully will work here.

Large Repair Tug: For some reason (oversight?) this is the only tug with a cargo requirement. me thinks that knocking the 45% requirement for cargo to 0% may solve THAT hull/ships problem...

Hmmmm: Dreadnought--takes 600 KT (estimated) to merely get the thing to move & have crew. Leaves 400 KT for sensors/ecm/weapons, etc...

[ December 23, 2002, 23:10: Message edited by: pathfinder ]

jimbob December 24th, 2002 01:09 AM

Re: Babylon 5 Mod
 
IF said:
Quote:

Don't add them to the Version you'll be playing the PBW game then.
<font size="2" face="Verdana, Helvetica, sans-serif">Sorry it took so long to get back to this messag, it's about three pages ago...
... unfortunately the problem is big enough that I think Nomads will be unplayable in this trial game - it'll be like playing with half the facilities, but still not being allowed to colonize planets -> fun quotient = zero.

I'll still make some stuff up and run it by a few of you. If it doesn't make it's way into the PBW Version, then I'll play a non-nomad race. I still think it would be good to put the Nomads through their paces this time though.

pathfinder December 24th, 2002 01:12 AM

Re: Babylon 5 Mod
 
Jimbob: If I can make a recommendation. Make a .emp file but as B5 standard instead of nomad...and use that. Val for one recognizes that B5 Nomads are not ready for prime time yet...

Fyron December 24th, 2002 01:13 AM

Re: Babylon 5 Mod
 
We can use a different Version of the B5 Mod for the PBW game. That is not a problem. I just meant that you should keep a second copy of the 1.49.33 Version available in case we don't change anything yet for the PBW game. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder December 25th, 2002 11:44 PM

Re: Babylon 5 Mod
 
Why would the AI skip its own AI_research file and use the default_AI_research file (Abbai are doing that in current game).

Nomor December 26th, 2002 07:11 PM

Re: Babylon 5 Mod
 
Timstone : I don't have any info on the Ipsha. Just that link I gave you that showed what they looked like, from the Cards.
Who told you I had any info? http://forum.shrapnelgames.com/image...s/confused.gif
I'm not even sure they're on any of the Web sites other than AOG and I have none of their stuff. http://forum.shrapnelgames.com/images/icons/icon9.gif
http://forum.shrapnelgames.com/images/icons/icon7.gif I always thought the Ipsha were a bit of a mistake, looking like a race of Kermit the frog. That may explain why they appeared so infrequently. http://forum.shrapnelgames.com/images/icons/tongue.gif http://members.tripod.com/~Vree_Saucer/ipsha.html has as mush as most people know other than AOG. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 26, 2002, 17:26: Message edited by: Nomor ]

thorfrog December 26th, 2002 08:29 PM

Re: Babylon 5 Mod
 
Where can we get all of the files needed to run this mod?

Nomor December 26th, 2002 09:33 PM

Re: Babylon 5 Mod
 
atomannj: All the files you need are on Rambie's site,(link on any of his Posts), except one: B5ShipSetsMod v1.x.30 which is on the PBW site. http://forum.shrapnelgames.com/images/icons/icon10.gif
Some people seam to get by without this file, but Val makes specific reference to it for his shipsets. It's about 6mb in size. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif


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