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

Val September 11th, 2002 04:17 PM

Re: Babylon 5 Mod
 
Timstone
Good luck with school! Hope to get the Gold mod out in the coming months to give you something to do over winter break http://forum.shrapnelgames.com/images/icons/icon12.gif

Pathfinder
Be as creative as you like with an Abbai shipset, I had looked at them as well to start modelling a shipset, let me see if I can find any of the models I made, hopefully I didn't lose them!
As to the AI, as we find the mistakes in testing, we will continue to fix them http://forum.shrapnelgames.com/images/icons/icon7.gif
Yeah, it's almost impossible to get all of this stuff down as cannon, but we try to keep it in the spirit of the show (and supplemental materials) as much as possible.

AGoetz
Could you send/post a saved game? You are using SE IV Classic with 1.49.30 of the mod? Try to tell me the name of the weapon and I will check it for balance, not sure which one you are talking about.

Rainstorm
Yeah, I loved that book - congrats to your friend on a job well done! I have already added the Torvalus (including their drone fighters and stealth tech) and have added some stuff for the Walkers, Mindriders and Kirsh Lords, but have a lot more to go, such as adding in the new weapons he introduced in that book. I would love any insight he has, and if he'd like to do (or assist in doing) the AI general descriptions and history that would be great! My overall goal with the Ancients was to be able to include them in a 'neutral' form like the Shadows and Vorlons, but to have the option of making them a standard race and having an 'Primordial Ancients War'.

Lighthorse
Are you using Pathfinder's AI? I have seen the old AI use fighters a few times, glad to see it surprise you http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse September 11th, 2002 05:19 PM

Re: Babylon 5 Mod
 
Val,

I don't think I was using Pathfinder AI, but its still an interesting game.
That what we all want, right.

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

Timstone September 11th, 2002 06:31 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
Timstone
Good luck with school! Hope to get the Gold mod out in the coming months to give you something to do over winter break http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, but if everything goes well, I will have something completely different to do during the winterbreak. http://forum.shrapnelgames.com/images/icons/icon12.gif
But if it doesn't go as planned, I will knock myself out with the B5Mod.

Rainstorm September 11th, 2002 08:42 PM

Re: Babylon 5 Mod
 
Val: New private message for you.

Jamorobo September 11th, 2002 09:21 PM

Re: Babylon 5 Mod
 
The new Ai update of pathfinders AI seems to have a problem..

Both minbari and narn are having problems with "Antimatter Utilization" tech Saying the value is incorrect.

This is also happening with narn's "Narn advanced molecular weapons" tech also saying the value is incorrect.

Val September 11th, 2002 11:44 PM

Re: Babylon 5 Mod
 
Ok - read the rest of the Posts:

Rainstorm
Thanks! I'm talking with Matt to see what he is interested in doing.

Jimbob
Thanks for the offer to help on a help file, when do you want to start and what can I provide you to help it become a reality?

Brennan
Like that Ash quote!

Javaslinger
Gold... still not there, but maybe Gil or PDF might still be interested in converting the next release over to Gold.

AGoetz
Can you upload the savegame? Also, tell us which Versions of everything you are running (game wise).

newbie4ever
Ancient Colonies - see the post I made yesterday. There are actually quite a few people working on the mod contributing everything from Shipsets, Components, Artwork, AI, Descriptions through to Playtesters. You can check the Author line in the modinfo file to see the credits. Also - if I missed someone, please let me know!

Lighthorse
I left the standard racial traits in so a person (who was so inclined) could just append this mod right on top of the existing SE IV 1.49 and have them both work with a minimal of fuss.

Killer
Are you still having trouble d/ling the Mod?

HeMan
Good job finding the 'hidden' hyperspace techs, talk about persistance http://forum.shrapnelgames.com/images/icons/icon12.gif Hopefully things like that would be solved in the tech tree.

Topics:

Shields - As mentioned way back, there aren't many races that use shields, mostly just the Vorlons and Abbai (and the Mindriders) the Brakiri have shields as well, though I believe they stole the tech from the Abbai.

Raiders - The shipset is far from complete, I was actually thinking of giving them a purposely incomplete shipset with a smaller range of ships.

PBW - Ok, who is still up for the PBW game and can someone volunteer to coordinate setting it up? I'd prefer to focus more on getting out the next release.

WP - I do know there were some mention of Planetary defenses, but for the most part they were in atmosphere weapons, so I think SJs idea to have special WP weapons that are very short range would be best. Opinions?

Other things to Fix:

1 - AI Shipbuilding to work for ships larger than destroyers.

2 - Galaxy creation to make a B5 Mod "Galaxy"

3 - AI Transport population

4 - Fix manufacturing/colony/homeworld production value bug

Have I missed anything?

The Canuck September 12th, 2002 12:11 AM

Re: Babylon 5 Mod
 
hey Val from what ive seen of the mod u need help with the ship sets (if not ignore this post) i may be able to help, i know some people who have alot high poly models of B5, canon and non-canon, and also other that u could use for those odd races that didnt have their ships in the show that often or at all. so if u do need help just give me the go ahead and it will be done.

pathfinder September 12th, 2002 12:33 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Jamorobo:
The new Ai update of pathfinders AI seems to have a problem..

Both minbari and narn are having problems with "Antimatter Utilization" tech Saying the value is incorrect.

This is also happening with narn's "Narn advanced molecular weapons" tech also saying the value is incorrect.

<font size="2" face="Verdana, Helvetica, sans-serif">1-Drat, thought I had gotten that out. Fix is that all lines with that statement should read "AntiMatter Utilization" Notice the capital "M" DOH! I'll fix that later tonight and post the fixed file(s) in the MOD Section.

2-Grr.....same here...that line needs to be deleted entirely. See above for fix.

[ September 11, 2002, 23:35: Message edited by: pathfinder ]

AGoetz September 12th, 2002 01:26 AM

Re: Babylon 5 Mod
 
It'll be tonight (Australian time) before I'll get to send up my saves, they're all at home.
I'm using the 1.49.30 files to best of my knowledge.

Val September 12th, 2002 03:05 AM

Re: Babylon 5 Mod
 
Austrailian time, eh?

The Canuck
Consider the light as green as possible. I'd love to see some Drazi, Pak'ma'ra and Brakiri, as we have them ready to go, they are just lacking shipsets. I do have some basic framework for them (see Rambie's site for the d/l). Raiders would be another good one - though (as I said) this one may not need things like dreadnoughts.

Progress Report:
Ok, starting to re-re-work the Intel into 4 new Groups so an empire can focus on particular types of Intel and also so these types could be individually removed rather than removing all of Intel.

The areas are:
1 - Espionage : Includes all information gathering Intel and Stealing Intel
2 - Black Ops : Includes all Intel that causes another empire damage in some tangible form
3 - Counter Intelligence : All the Intel defense and Intel sabotage (best defence is a good offence)
4 - Covert Support : This one I was playing with, the biggest issue is that the Counter-Intel will still prevent these pretty much beneficial Intel projects. The idea is to have things that can be used to decrease a planet's anger (Media Propaganda) and repair damaged ships that are too far from a repair ship (Repair Team). We'll see how this works out.

Additionally, the variable Intel Ops will improve as your level in that area improves - so a Ship Bomb will do increasingly more damage as your Op teams learn new tricks and research more powerful concealable explosives.

Opinions or ideas?

Off to watch Legend of the Rangers (the other LotR) on Sci-Fi channel. Talk to y'all later!

pathfinder September 12th, 2002 03:47 AM

Re: Babylon 5 Mod
 
Ok, hopefully I got those Antimatter Utilization errors gone and the Narn Advanced Molecular Weapons error gone. also fixed some missing tech in the Centauri.

Go to the shipset/race forum and pick up file

1031794916.zip

Val September 12th, 2002 04:26 AM

Re: Babylon 5 Mod
 
Thanks PF!

Here is what I have completed so far for the next release:

1.49.31 - Revised Intelligence into subcategories and added new Intel Ops. Fixed Torvalus cost in RacialTraits file. Added Vree and Technomage shipsets. Added AI for other races (Minbari, EA, Centauri, Narn, ShagToth, Shadows, Vree). Added Hyach Miniaturized Life Support and Aux Control. Fixed the Lasers descriptions. Fixed Jump Gate IV typo. Changed Aux Control to be smaller and harder to destroy. Halved tonnage space for Advanced and Elite ECM & Combat Sensors components as they are extensions of the Basic ECM & Combat Sensors.

Since I had to fix the Torvalus cost, the new RacialTraits file will invalidate any Empires y'all have setup in your games. Since I really hate messing them up, I want to make any other additions to this file that I can now. Any other races y'all want to see added? Any new racial traits to be added? Let me know ASAP.

[ September 12, 2002, 05:38: Message edited by: Val ]

pathfinder September 12th, 2002 04:42 AM

Re: Babylon 5 Mod
 
Hmmm...I got the Hyach AI_designcreation done. Just need to do their AI_research and they will be done too. Guess I know what I'll be doing tommorow night http://forum.shrapnelgames.com/images/icons/icon12.gif

Update: Wheeeeee.....initial draft Hyach done. I'll re-check and probably post them tommorow night.

[ September 12, 2002, 04:24: Message edited by: pathfinder ]

Timstone September 12th, 2002 12:35 PM

Re: Babylon 5 Mod
 
Val, can you give us an estimate of when the new release will take place?

pathfinder September 12th, 2002 12:53 PM

Re: Babylon 5 Mod
 
*bangs head on desk*

I forgot to include the Centauri advanced weapon techs in the AI_research file Last night. They have been updated, again

*walks way muttering about Cantinas, beer and...*

go find the following file in the race/shipset forum:

1031827673.zip

Val September 12th, 2002 02:27 PM

Re: Babylon 5 Mod
 
Timstone
Next release within a week, just need to finish up the Vorlon weapons again so they are usable and make some of the other fixes I mentioned.

Pathfinder
Found an error in the ShagToth AI as well, do a search for Shadow ShagToth and replace with ShagToth Mega to fix. I really need to fix the Nomadic AI...

Timstone September 12th, 2002 03:12 PM

Re: Babylon 5 Mod
 
Alright! I'm looking forward to it.

Jamorobo September 12th, 2002 08:07 PM

Re: Babylon 5 Mod
 
I've just started a new B5 game as Earth Alliance and at around turn 29 i decided to save it, then looked at the narns just to check how the ai was doing by making them playable and then getting round to their turn. When i looked at what research they were doing i was very surprised to find that they had 49,000 research points and with this amount they had researched physics, industry, and three other 50000 pt research projects, all to level 1! and this is only 29 turns in, which was interesting as there planet could only produce 9000 research points a turn!

I decided to end the turn and see what happend to the research points next turn, i found that they had gone to the origional 9000! ( i guess this is because the computer saw a human was now playing the narns ) So what i'm asking is, is the comp given a research boost at the start which gives them say 40000 extra research points every turn for x amount of turns so they can keep up with the Human players or somthing? as they had researched quite alot in the 29 turns with included lots of 50000 rp research areas.

If it is doing this is it a general se4 thing or somthing you have done?

Suicide Junkie September 12th, 2002 08:36 PM

Re: Babylon 5 Mod
 
You must have had the AI bonus set to high.
That gives a big multiplier to production and research. Also, the value shown in the research window was the amount of points that were generated during the Last turn processing (where the AI got the bonus.
Resources update continuously, so you don't see the AI bonus in that Category.

Crazy_Dog September 12th, 2002 08:38 PM

Re: Babylon 5 Mod
 
where can i download the B5MOD ?

Val September 12th, 2002 08:48 PM

Re: Babylon 5 Mod
 
You can d/l it at:

Rambie's Shipyards

or

Play By Web

Jamorobo September 12th, 2002 09:24 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
You must have had the AI bonus set to high.
That gives a big multiplier to production and research. Also, the value shown in the research window was the amount of points that were generated during the Last turn processing (where the AI got the bonus.
Resources update continuously, so you don't see the AI bonus in that Category.

<font size="2" face="Verdana, Helvetica, sans-serif">Ok well i've only had the game 1yr and STILL didn't know that! I thought that the comp bonus was how much racial points the random comp players got http://forum.shrapnelgames.com/images/icons/icon10.gif

So the bonus gives bonuses to research and production? well i be damned you learn somthing every day http://forum.shrapnelgames.com/image...s/rolleyes.gif

Anyway what do u think are good settings/ what do u use, to have a B5 game on?

I usually have it on a medium galaxy with lots of empires on high dificulty level. i did have high bonus to ai players, but now i know what it really does i'm not too sure if i show have it high as it is really too much of an advantage to the ai ( turn 27 and the centuri have the first level of their main weapon which needs about 3 different theorteical sciences, where i have basic missile 2 and medium bLast cannons http://forum.shrapnelgames.com/images/icons/icon7.gif ) i might put it to none to make it so everyone is on an even platform, however this might make the Ai a real walkover!!!

Fyron September 12th, 2002 10:37 PM

Re: Babylon 5 Mod
 
Ok... we will be starting the PBW game soon. http://forum.shrapnelgames.com/images/icons/icon7.gif It will be called Babylon 5 Game. Here is the most recent list (that I could find) of the players that wanted to play, and the race they wanted to play:

Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Minbari
Jimbob - Hyach

Is everyone still interested in playing?

jimbob September 12th, 2002 10:59 PM

Re: Babylon 5 Mod
 
ZeroAdunn and I switch races if that matters, but yes I'm in.

A friend of mine (call him StarGrazer for now) also wants to play, but we're not sure what races are still open.

Dead Meat September 12th, 2002 11:00 PM

Re: Babylon 5 Mod
 
Yep

ZeroAdunn September 12th, 2002 11:32 PM

Re: Babylon 5 Mod
 
Yah, sure I am in.

Fyron September 12th, 2002 11:45 PM

Re: Babylon 5 Mod
 
Ok...

Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Hyach
Jimbob - Minbari
Stargazer (?) - ?

The Canuck September 13th, 2002 12:06 AM

Re: Babylon 5 Mod
 
ive downloaded the B5 core file and the sound files but where do i get the data file for GOld? the only one i can find is the one for the old SEIV.

Nomor September 13th, 2002 12:26 AM

Re: Babylon 5 Mod
 
Lighthorse: You have a private message. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder September 13th, 2002 01:10 AM

Re: Babylon 5 Mod
 
Canuk:

http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3

This the Last Version of PDF's B5 Gold MOD. It was done back in June so it is a bit dated. You could get a data file from there. Not sure how compatible it is. I do not have any problems with it....Though you may have some difficulties as Val has updated the tech area (at least) in the 1.49 Version since then.

pathfinder September 13th, 2002 01:41 AM

Re: Babylon 5 Mod
 
Fixed the errors Val reported with the ShagToth plus several I found. Added the Hyach AI_designcreation and Hyach AI_rsearch files.

Go to the race/ship set forum here and get file in my Last post there:

1031873798.zip

Remember 1 thing: The AI_designcreation and AI_research are the only two files I am working on atm.

[ September 13, 2002, 00:46: Message edited by: pathfinder ]

pathfinder September 13th, 2002 03:55 AM

Re: Babylon 5 Mod
 
Impatiently awaiting my copy of AOG "Ships of the Fleet 2". It has a CD with schematics of ships plus a book with background on many of the races in B5. Maybe I'll get some more information on Abbai ships design.

[ September 13, 2002, 02:56: Message edited by: pathfinder ]

jimbob September 13th, 2002 03:59 AM

Re: Babylon 5 Mod
 
pathfinder, Val, et. al.:
What Version of the B5 mod are we going to use? Will there be an update before we test?

Edit: cause I have to burn a CD each time I want to take it home. http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ September 13, 2002, 03:00: Message edited by: jimbob ]

Val September 13th, 2002 04:13 AM

Re: Babylon 5 Mod
 
Pathfinder
Ships of the Fleet 1 & 2 are really cool books, I used the pics in them to design the Markab and Gaim ships I've done so far.

Jimbob
Using 1.49.30 - Classic SE IV. It's all posted up on PBW. There will be a patch for 1.49.31 very soon, I'm trying to get it out before the start date so the Vorlon weapons and new Intel are added in. I'm all but finished with the Intel, but still working on the weapons.

I can't remember if I already had added this in 1.49.30, so I'll ask y'all, is the tech Illusions in there? Along with the special Technomage ships?

AGoetz September 13th, 2002 04:18 AM

Re: Babylon 5 Mod
 
I can see nothing about Illusions in the TechArea.txt file, though the Vehicle.txt file does mention the Technomage Pinnacle, looks like a faster Frigate if I'm reading those stats correctly.

I am interested in playing, but have idea of which side. If there is an under-represented side I could take that.

[ September 13, 2002, 03:20: Message edited by: AGoetz ]

Val September 13th, 2002 04:47 AM

Re: Babylon 5 Mod
 
Thanks for the check on the Technomages http://forum.shrapnelgames.com/images/icons/icon7.gif

I don't really think there are going to be sides (other than the Vorlons and Shadows trying to influence the other races to their sides), for the most part it will be roleplaying the various races as the were in the show, with one exception - no preconceived notions of hatreds or alliances, as (in this alternate B5 universe) none of these races have encountered each other yet and so there was no Centauri enslaving the Narn or Earth Minbari War. This doesn't mean it won't happen though, as a Centauri player should be into empire building and the glory of the Centarum and would probabably try to take advantage of a weaker race. The only hatred that will be considered to be there from the start is between ancient races (ie: Vorlons and Shadows).

So, long story short (too late), you can pick any race you like that is not yet taken.

[ September 13, 2002, 03:52: Message edited by: Val ]

AGoetz September 13th, 2002 04:59 AM

Re: Babylon 5 Mod
 
So I shouldn't see a Vorlon/Shadow Alliance http://forum.shrapnelgames.com/images/icons/icon7.gif

If there is a race that has functional graphics/tech tree that no one has taken yet, I'll play them.

pathfinder September 13th, 2002 05:23 AM

Re: Babylon 5 Mod
 
Abbai: So far I have cobbled together: Frigate, destroyer, cruiser, battle cruiser, Carrier, escort, infantry pics and the accompanying minis. also have main, bigexplosions, shields pics done.

I use DOGA L3 so the ships are basic ones.

[ September 13, 2002, 04:47: Message edited by: pathfinder ]

Val September 13th, 2002 05:48 AM

Re: Babylon 5 Mod
 
I have population/race pics and the General AI (and a kick'n Speech file) for the Abbai as well.

The Abbai are Matriarchal and are very peaceful - they are the founders of the League of Non-Aligned Worlds. They tend to be a defensive race. They are also the only young race that will have shields available to research easily.

Pathfinder
When you upload the shipset, could you also zip and send me the DoGA files? Thanks!

[ September 13, 2002, 04:55: Message edited by: Val ]

pathfinder September 13th, 2002 05:57 AM

Re: Babylon 5 Mod
 
Val: sure thing. I am using the "Unfinished" Abbai folder I found at Rambi's site or PBW, so me thinks I have those files....may not be your latest tho' as it doesn't have the speech file.

I'll get a number more ships done tommorow night and will send those in at that time...along with the doga files to you. The shipset is gonna be kinda eclectic...kinda like the AOG minatures that are posted on their website.

Hmmm...shields.. I'll have to update their AI_research file then http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 13, 2002, 04:59: Message edited by: pathfinder ]

Val September 13th, 2002 07:35 AM

Re: Babylon 5 Mod
 
Intel will need a reworking for the AI as well.

Val September 13th, 2002 04:12 PM

Re: Babylon 5 Mod
 
Actually, the reason Intel needs a rework is that after researching Applied Intelligence you now get 4 new techs (only the first 3 of which the AI should care about) - Espionage, Black Ops, Counter Intelligence and Covert Support(Last one not yet finished). These techs need to be researched to get the various projects.

Here are the beta 1.49.31 data files if they might help on AI design.

Data.zip

Lighthorse September 13th, 2002 06:17 PM

Re: Babylon 5 Mod
 
Namor,

Yes I received your email.
I be waiting for your additional information.

Lighthorse0 http://forum.shrapnelgames.com/images/icons/icon7.gif

Nomor September 13th, 2002 08:46 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Lighthorse:
Namor,

Yes I received your email.
I be waiting for your additional information.

Lighthorse0 http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Lighthorse: At the top of the forum page, under new topic is the link called "my profile". Click on that to go to your profile.
Inside this link is a message. once again, thanks.
http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder September 14th, 2002 01:03 AM

Re: Babylon 5 Mod
 
Applied Intelligence and Applied Research re-worked. I'll upload tonight sometime.

pathfinder September 14th, 2002 05:10 AM

Re: Babylon 5 Mod
 
Val: There were errors anyways. Either no intell researched or reverse in levels....re-did intell and/or research in all the AI I have done so far...

[ September 14, 2002, 12:56: Message edited by: pathfinder ]

Val September 14th, 2002 05:49 PM

Re: Babylon 5 Mod
 
Gotcha.

Also, FYI to all, the data files I posted will invalidate any Empire files you have created. The files should work well (in other words, anyone who wants a peak at what is coming can install this data files in place of their old data folder), even without the extra graphics that will be in the 1.49.31 release. I've also changed around some of the existing projects to fill out the levels. I'm interested on feedback on the Intel work and suggestions for more Intel programs - particularly race specific ones (there are two Shadow specific ones in there already, fitting I think).

pathfinder September 14th, 2002 06:46 PM

Re: Babylon 5 Mod
 
Kewl. Working on getting an Abbai-specific zip up for you. Then an updated AI of the rest. Probably Last one until after next MOD Version comes out.

This Last one will include basic Drazi AI_designcreation and AI_research. That leaves the Vorlons and Raiders to do. hmmm.....guess I COULD do a basic (less race-specific weapons) for the Vorlons. *Naw...went ahead and sent the rest to Ya Val*

Oh and to be a REAL P.I.T.A....pics for the Minbari molecular disruptor and Minbari pulsar? http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 14, 2002, 18:03: Message edited by: pathfinder ]

Val September 14th, 2002 07:42 PM

Re: Babylon 5 Mod
 
Yeah, I'll have those in 1.49.31's graphic update, I just didn't want to kill space for no reason.

Also, for now I kept a Hyach AI I had been working on for ship designs (no offense), though I am testing yours to see what they do.

I figure with Intel most races will concentrate on Espionage (4 levels) and Counter Intelligence (3 levels) while the more underhanded races will go for Black Ops (6 levels of this). The Covert Support (4 levels) really is pretty useless to the AI unless there is a way to specify which Intel it will use - anyone know this answer?

How are the Abbai doing? I'd love to start the drazi next, maybe we can split that shipset up? Any other budding (or veteran) shipset builders out there?

pathfinder September 14th, 2002 08:41 PM

Re: Babylon 5 Mod
 
Val: No offense taken at all. All the AI I have done (at least at the start) were so I could "see" the available tech in 'action". No biggie, as a matter of fact, the AI_research ones probably need to be re-done . Some tech acellerated, other not reseached at all...I "shotgunned" most of the tech. *shrug* Still learning the various races, to "personalize" the research and the designcreation to the specific races.....hehe, seems to be a never ending story http://forum.shrapnelgames.com/images/icons/icon12.gif

Abbai: have not done any more ships as I have run out of ideas...waiting for the book from AOG http://forum.shrapnelgames.com/images/icons/icon12.gif

When ya get home and open the Abbai zip: battle cruiser, cruiser, escort, carrier, frigate and destroyer are what I have done, IIRC.

[ September 14, 2002, 19:45: Message edited by: pathfinder ]


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