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

Dead Meat February 27th, 2003 03:36 AM

Re: Babylon 5 Mod
 
How soon you run into people varries. I've only meet one player. It help that most ships have unlimted range which mean you don't have to recall them as often.

I'd do both as far as the treaties and fleets. Well, defense for your planets if you don't want ships, but sense I'm the Shadows my playing style is abit diffrent. Just try and not be too dependent on your trade. Most people arn't going to want to fight so early, but you never know. *grins*

Since this is a Roll Playing game, people are sometime more easy going than the AI games. Course this is the B5 univers, they didn't see mto get along too well even when they where friends. And then their are the Shadows. *grins again*

I'm not going to tell you how to defend your systems because, well, I may have to pay you a visit some time. But don't put all your eggs in one basket. Its ussaly best to make sure they can't get into your system in the first place. But make sure you have enough in back up incase they do get past your front lines.

As for beening the only H2 breather on the map... *grins* The Shadows can be your friends.

Val March 11th, 2003 06:45 AM

Re: Babylon 5 Mod
 
Hey all, sorry for my absence, did I miss anything?

Fyron March 11th, 2003 06:47 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
Hey all, sorry for my absence, did I miss anything?
<font size="2" face="Verdana, Helvetica, sans-serif">Quite a bit, really. Where have you been?

There was talk about scrapping the mod's weapons system entirely a while back. I hope that movement was abandoned..

Quote:

As for beening the only H2 breather on the map... *grins* The Shadows can be your friends.
<font size="2" face="Verdana, Helvetica, sans-serif">Hey... don't have any sort of in-game discussions with people you have not met in-game. That is a serious breach of RP protocol. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 11, 2003, 04:50: Message edited by: Imperator Fyron ]

Val March 11th, 2003 06:51 AM

Re: Babylon 5 Mod
 
Thought I would give the mod some time to grow in the community without any input from me, see what directions it would go.

Was also waiting to see how the PBW game went.

Though been busy as heck with work would be a much more accurate statement.

I do have a bunch of stuff I never did release in the way back days of December - mostly refined shipsets, some repairs and all, but not sure what it would be compared to what has changed.

Anyone release a 'new' mod Version since?

I see the AI master was quite busy, as were you all... damn lot of reading to catchup on.

This was the Last one I was up to:

1.49.34 - After a LONG break... Added a credits file to try to sum up the whos and whats. Added shipsets (Abbai, Dilgar, Gaim, Pakmara, Raiders). Added missing bmps to Vree shipset. Fixed Great Machine typo. Changed Gaim to Nomadic race to better represent the fact that they don't colonize. Fixed Living CPU family so it was different from External Cargo Pods. Updated Formations.txt.

Val March 11th, 2003 06:53 AM

Re: Babylon 5 Mod
 
Also of note:

I finally got a cable modem so I could actually upload these monster files and I emptied out the b5mod@yahoo.com mailbox, so it is once again open for business.

[ March 11, 2003, 05:15: Message edited by: Val ]

mlmbd March 11th, 2003 03:00 PM

Re: Babylon 5 Mod
 
Val, WOW! I thought you ran away on your vacation to Arizona. And just decided to keep going and going, and going and................... http://forum.shrapnelgames.com/images/icons/icon10.gif

Glad to see you once again!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Val March 11th, 2003 05:49 PM

Re: Babylon 5 Mod
 
Pretty close to accurate http://forum.shrapnelgames.com/images/icons/icon12.gif

Couple quick questions for y'all: Has anyone released any new modifications to the Mod? I did see the new AIs - what's the most recent Version there? Any new shipsets?

Thanks!

jimbob March 11th, 2003 09:48 PM

Re: Babylon 5 Mod
 
Yah!! Val is back!!

<does little jig>

And I was afraid that you had gotten lost in Arizona, and changed into a wild hill-man or something. It's good to have you back.

-jimbob

Val March 11th, 2003 11:38 PM

Re: Babylon 5 Mod
 
Thanks for the enthusiasm jimbob http://forum.shrapnelgames.com/images/icons/icon12.gif

Didn't quite go wild, though I think it might have been a better choice! Got a whole passel of new drinking stories though...

Man, I had to go all the way back to page 34 to start getting caught up... this is going to take me a little while.

How is the PBW going - or how did it go?

I hear tales of a Gold Version conVersion someone recently did? Truth or fiction http://forum.shrapnelgames.com/images/icons/icon7.gif

If everyone (who is interested) can post the following 3 things, I'll use that as a basis to start up again:

1 - What don't you like?

2 - What do you want to see added? (within the confines of SE IV)

3 - What is flawed and needs fixing?

(also, if you want to say what you do like, that would be cool as well - so if enough people like something that one person doesn't, well, it is a democracy after all)

AGoetz March 11th, 2003 11:49 PM

Re: Babylon 5 Mod
 
PBW Status :
Currently turn 16 (we only got around to starting not all that long ago).

The AI's most recent Version should only be a couple of pages back from the start. It tries very hard to prevent RCEs, but I can still get it to fail (usually on the Abbai, with Medical Bays being a sometimes trigger - which doesn't make sense to me as there are no Medical Bay equipped ships in the AI).


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