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

pathfinder January 11th, 2003 12:15 AM

Re: Babylon 5 Mod
 
Lighthorse: got the email. never played pbem before so may take a day or two to figure it out http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder January 11th, 2003 12:17 AM

Re: Babylon 5 Mod
 
Also I guess since AGoetz is only one who responded then the LNAW will be Abbai & Gaim for racial techs http://forum.shrapnelgames.com/images/icons/icon12.gif

May take aawhiile as I'll have to fiddle with the AI_general file to fit those traits in.

[ January 10, 2003, 22:19: Message edited by: pathfinder ]

AGoetz January 11th, 2003 12:54 AM

Re: Babylon 5 Mod
 
Most recent RCE - Abbai. They researched Ship Enhancment 3 (unlikely to be the problem) and Cargo 2 (all those Extended Fighter/Satellite etc components) on the tun in question and disabling Design Minister prevented the problem.

Question : Is it feasible to shift the Extended X components to new component families so that they don't replace the normal parts?

pathfinder January 11th, 2003 01:05 AM

Re: Babylon 5 Mod
 
AGoetz: Don't know myself.

pathfinder January 11th, 2003 01:56 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by AGoetz:
Most recent RCE - Abbai. They researched Ship Enhancment 3 (unlikely to be the problem) and Cargo 2 (all those Extended Fighter/Satellite etc components) on the tun in question and disabling Design Minister prevented the problem.

Question : Is it feasible to shift the Extended X components to new component families so that they don't replace the normal parts?

<font size="2" face="Verdana, Helvetica, sans-serif">1:Just went thru a series of turns (about 20) with the Abbai. They have ship enhancements (lvl 5) and cargo maxed (lvl 3) and no RCE...

2: Don't know myself..

[ January 10, 2003, 23:57: Message edited by: pathfinder ]

Lighthorse January 11th, 2003 02:07 AM

Re: Babylon 5 Mod
 
Pathfinder,

Check out CMBB manual on PBEM. Its pretty straight forward.
My present B5mod SE4 game, ran into the Shadows on turn 220, They have expanded out to 11 systems and 14 planets. They corvette had 3x slicers and normal crew, life support and bridge. Noted no problems with they ships or empire.
My on going war with the Vorlon over 200 turns now, using mines and energy mines to counter hunderds of they fighters launched from they carriers. Tried invasioning they only planet/homeworld, got my *** kicked by 500+ fighters. Momie make the bad Vorlons go away.

Lighthorse

AGoetz January 11th, 2003 02:29 AM

Re: Babylon 5 Mod
 
I've only faced hostile Vorlons once - in a small galaxy with 20 empires they started in the next system and proceeded to blow everything I launched out of space until I managed to research up to Medium BLaster Cannon IV and started mounting them on Satellites. By that time the other 18 empires had grabbed pretty much every other Rock world around so I was limited to just my Homeworld. Really should get around to continuing that game.

pathfinder January 11th, 2003 03:13 AM

Re: Babylon 5 Mod
 
Hehe, one thing I noticed in the current test: the Abbai, as currently configured, are a bunch of MEAN females. They are dominating the galaxy....very harsh mistresses.

Beware of Abbai bearing battle lasers!

[ January 11, 2003, 11:24: Message edited by: pathfinder ]

pathfinder January 11th, 2003 05:13 PM

Re: Babylon 5 Mod
 
AGoetz: I didn't change the fighters , ie they still have the standard movement lines....so I'll experiment and see if that helps...

no RCE here...what engines are they fitting in the fighters?

But the Gaim do. So either there is a problem with the heavy carrier/super carrier design still or there is a problem with the heavy fighter design. This is when coupled with lvl 12 engine(s).

Bleah, Appears the super carrier (is part of lvl 3 fighter research) isn't so super. took it out and the RCE went away.

Abbai had it too, super carrier was ok until lvl 10 ultra efficient fusion engine then an RCE.

Also looking at making the standard ships (attack ships and carriers) all one size and not a range (or narrowing the range). Abbai using large transport (894 KT) to make the battleship hull(DOH!)...

Well narrowing the range to +- 5 KT of the shipsize.txt file worked in getting the battleship fixed but still an RCE with super carrier...must be something with the epm vs speed desired that is off-base...

Tried lowering the epm a bit, didn't work ..

[ January 11, 2003, 23:18: Message edited by: pathfinder ]

pathfinder January 12th, 2003 01:24 AM

Re: Babylon 5 Mod
 
AGoetz ?! : What is your prefferred primary weapon...packet torpedo or particle concentrator?


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