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

AGoetz January 23rd, 2003 06:46 AM

Re: Babylon 5 Mod
 
I'll check the Abbai's Ship and Propulsion levels when I get a chance, probably be tommorow before I get back to you.

AGoetz January 23rd, 2003 09:04 AM

Re: Babylon 5 Mod
 
Earlier than I anticipated.
Well of course now that I'm lookng for it the RCE doesn't occur. But anyway the Abbai are currently level 11 in Ship Building and level 11 in Propulsion. An oddity - the Abbia have Basic ECM III but all of the ships only have Basic ECM I installed.
Abbai current Dreadnought design :
20 Ultraefficient Fusion Engines
Massive Fusion Reactor
7 Heavy BLast Cannon IV
2 Fighter Bay I (wish the AI would load fighters on all these bay equipped capital ships)
Basic ECM I
Basic Combat Sensors III
Required Bridge, Life Support, Crew Quarters and Military component.
No armor though ?

[ January 23, 2003, 07:04: Message edited by: AGoetz ]

pathfinder January 23rd, 2003 01:01 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by AGoetz:
Earlier than I anticipated.
Well of course now that I'm lookng for it the RCE doesn't occur. But anyway the Abbai are currently level 11 in Ship Building and level 11 in Propulsion. An oddity - the Abbia have Basic ECM III but all of the ships only have Basic ECM I installed.
Abbai current Dreadnought design :
20 Ultraefficient Fusion Engines
Massive Fusion Reactor
7 Heavy BLast Cannon IV
2 Fighter Bay I (wish the AI would load fighters on all these bay equipped capital ships)
Basic ECM I
Basic Combat Sensors III
Required Bridge, Life Support, Crew Quarters and Military component.
No armor though ?

<font size="2" face="Verdana, Helvetica, sans-serif">I have no idea why they won't use latest sensor/ecm.

nor do I know why "no armor". The 'resource generation - organics" misc ability is the call for armor...*shrug*

thorfrog January 23rd, 2003 03:49 PM

Re: Babylon 5 Mod
 
I have all of the major races but non of the smaller ones. Where can you find those sets?

pathfinder January 24th, 2003 03:10 AM

Re: Babylon 5 Mod
 
Atomannj: I made a number of shipsets (Abbai, Dilgar, Drazi (some), Pak'Ma'Ra, Cascor (some), Gaim (some), Brakiri (VERY rough)). Val was finishing them up while waiting for me to finish their AI_designcreation and AI_research files but that fell through as he hasn't been "seen" since before Thanksgiving.

In other words, they not "published".

[ January 24, 2003, 01:27: Message edited by: pathfinder ]

pathfinder January 24th, 2003 03:31 AM

Re: Babylon 5 Mod
 
ALL: How close to 'canon" do I need to have the weapons in AI_designcreation. As is the Dilgar would be very easy victims to most other races unless I use a bit more "modern" weapons, as in Shadow War era Versions versus Dilgar War Versions. Thinking along a single-player game, not a PBW or RP PBW/PBEM game.

Fyron January 24th, 2003 05:22 AM

Re: Babylon 5 Mod
 
To remain competitive, the Dilgar should not have extremely sub-par weaponry. Remember, this is a mod, not a scenario. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ January 24, 2003, 03:22: Message edited by: Imperator Fyron ]

AGoetz January 24th, 2003 07:14 AM

Re: Babylon 5 Mod
 
Unless someone is going to go to a lot of work, of course this mod will be unbalanced. Even ignoring the power of the Ancient Races, the differences between what the various races have available will add up.
For example in an older game (as Gaim) I captured a bunch of Vree tech, enough that I could research their Heavy Antimatter Weapons line. I looked at the results, compared to the Particle Concentrator I already had and stayed with the PC - longer ranged and it was so much cheaper that I ignored the slightly higher damage and smaller size of the Vree Antimatter Cannon.
As it currently is, no-one has more choice than the EA for weapons (for that matter, does anyone else have a mine clearer that can wipe out 20 mines per use? 5 of these on a ship and that 100 strong mine field is gone). Races with fighter mounted missiles have a huge advantage in battles over those that don't.
A weapon that is definety broken - the HARM Missile. A single hit from the mark I variety will eliminate the ship from the rest of the battle as it's weapons will not recover before battle timeout occurs. A human designer will make sure that there are other missiles launched first to absorb the PDF.

Timstone January 24th, 2003 12:18 PM

Re: Babylon 5 Mod
 
AGoetz: You are absolutely right. The whole mod is very unbalanced. I thought (hoped) Val knew what to do with it, since he was the founder of the mod. I thought he all had it calculated. But now he's goen. The whole persepective on the mod has changed dramaticly. With him out of the picture (maybe). I think we seriously need to remake the mod. Nobody knows excatly how the mod works and what the endresult must look like. I think we need to rethink our mod.
Okay, this won't be a very popular anouncement, but let's begin from scratch again. The first thing we need to do is to make an inventory of all the races we want to include. Then we take a look at which races are already included. After that we pick volunteers who's job it is to make ajustments to the particular races they want to do. Then step by step the whole mod will emerge agian. And this time with all the stuff in the right places. We have accumalted enough knowledge to do this. When we decide to remake this beautiful mod, I volunteer to do the Ipsha and the Ancients (minus the Vorlons and the Shadows).
We can even call in some help from other people around this forum.
What do you guys think about it?

I think if we don't do this, this mod will be a never ending proces.

(the sentence above was edited in)

[ January 24, 2003, 10:28: Message edited by: Timstone ]

Timstone January 24th, 2003 01:28 PM

Re: Babylon 5 Mod
 
The message below is for everyone to comment on of course. Come on people, say something about it. I'm really interestd in your thoughts. I was pondering about this plan for a while, but AGoetz was the proverbial drop. http://forum.shrapnelgames.com/images/icons/icon10.gif

Two questions: If I want to give a groundtrooper a weapon. What do I select as "Can Traget" and "Vehicle Type"?
If I give "Ftr/Trp" to it, can a GroundTrooper use the weapon?


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