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

Fyron September 14th, 2002 09:50 PM

Re: Babylon 5 Mod
 
Val:
Espionage projects are useless to the AIs. They don't remember what they learn from them.

Val September 14th, 2002 10:47 PM

Re: Babylon 5 Mod
 
Won't they benefit from ship bombs and the like? At least cause general chaos and disorder?

Val September 14th, 2002 11:12 PM

Re: Babylon 5 Mod
 
Also - when do y'all want to start the PBW?

Fyron September 14th, 2002 11:21 PM

Re: Babylon 5 Mod
 
Ship Bombs are Sabotage, not Espionage. By Espionage, I was refering to things that only give information, like Force Concentrations, Covert Recon, Census Thefts, etc. The missions that only give information do not help the AI at all, cause they don't remember that info. http://forum.shrapnelgames.com/images/icons/icon7.gif

When will 1.49.31 be ready? We can start after that is set up on PBW. http://forum.shrapnelgames.com/images/icons/icon7.gif

Does anyone care about player order? In 1.49, the lower numbered player always gets to act first in combat. So, we can maybe have the ancient races be first in the list, representing their enhanced combat abilities. Or, we could have them Last, representing their tendencies to be slow to act. Or, we could just let everyone sign up in whatever order they come, firt come, first serve.

[ September 14, 2002, 22:25: Message edited by: Imperator Fyron ]

pathfinder September 15th, 2002 12:02 AM

Re: Babylon 5 Mod
 
IF: Don't matter to me what order....

Val: After V 1.49.31 is ready and out...

gregebowman September 15th, 2002 02:47 AM

Re: Babylon 5 Mod
 
Val, when you have completely done the B5 mod for 1.78 Users, please let us know. I downloaded the files from PBW awhile back, but haven't downloaded anything since. Every time I check this thread, there's like a dozen upgrades. I can't keep track of it all. I've just been waiting for a message saying that you're completed the mod and you can downloaded it at such and such site. I can be patient, but ever since I got this game back in May(?) I've been wanting to play this mod.

Lighthorse September 15th, 2002 04:57 AM

Re: Babylon 5 Mod
 
Val,

I prefer to wait until you think that B5mod is ready for PBW gaming
I think that most of the B5 races should start out as oxygen/rock types, with a few exceptions.
My reasoning is that most of the B5 races were oxygen breathers in the old TV shows. It wouldn't seem right to be able to habitable any gas, or ice and rock planet. With all that hard effort that you put into this mod, I think we should play it as close to possible like it was portrayed in the TV series.

One B5mod player opinion
Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

Val September 15th, 2002 05:24 AM

Re: Babylon 5 Mod
 
IF
I like the idea of the Ancients going first, I would say Shadows then Vorlons. Then maybe continue in racial age order. Minbari/Hyach/Soul Hunters(actually, Soul Hunters first of those three), then Centauri/Narn/EA and the rest.

Lighthorse
I would actually say all races are Oxygen/Rock, the only exceptions are the Vorlons (Methane/Rock) and Gaim (Hydrogen/Rock). I think the mod is probly more ready for PBW than anything, plus it is a good way to see what is/isn't working well. I'd say the 1.49.31 release should have more than enough in it for a good solid (hopefully balanced) game.

Gregebowman
Wow, sorry for making you wait so long, there is a somewhat playable Version of Gold that PVK did a while back, but I'm not sure how long it will be before we go Gold on this, probably within 2 months.

1.49.31
Should be ready next week, then we can start PBW the following week. I just want to get the new weapons into the game so the Vorlons have something to fight with, and some new graphics.

Fyron September 15th, 2002 05:44 AM

Re: Babylon 5 Mod
 
Assuming we use the idea for player order that Val just proposed, we have:

Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - Pathfinder
Minbari - Jimbob
Hyach - Zero Adunnn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie

These players are either undecided or haven't picked yet (or there were conflicts of interest http://forum.shrapnelgames.com/images/icons/icon12.gif ):
Gandalf
Simon
Tesco Samoa
Stargazer (?)
AGoetz

These are some "common" races available (although, I don't know whether they have special techs available or not):
Markab
Raiders
Belt Alliance
League of Non-Aligned Worlds
Abbai
Gaim
Drakh
Drazi
Dilgar
etc. (I'm sure there are more http://forum.shrapnelgames.com/images/icons/icon7.gif )

What about the Third Space Aliens? Are they playable?

If everyone would give me their PBW names, I can simply assign everyone in this order, and simplify everything. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 15th, 2002 05:57 AM

Re: Babylon 5 Mod
 
Abbai, Raiders, Drazi have some race-specific techs. The shipsets are playable but incomplete.

Val September 15th, 2002 06:46 AM

Re: Babylon 5 Mod
 
I'm Valll on PBW.

The Vree have unique weapons and shipset. The Gaim are pretty good, and usable. The Belt Allaince and the Raiders also have unique techs, and could use the EA shipset. The Drazi have a lot of unique weapons, partial shipset.

I'm thinking about testing the technomages, fly around and observe the universe, act all mysterious and all, see if their cloaks work http://forum.shrapnelgames.com/images/icons/icon12.gif

The Third Space Aliens are not playable yet, I haven't added in anything for them yet, so they would just be an expensive handicap for anyone taking them. I'm thinking they will get the Allegiance Subverters http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron September 15th, 2002 06:58 AM

Re: Babylon 5 Mod
 
New list time:

Assuming we use the idea for player order that Val just proposed, we have:

Technomages - Valll (maybe)
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - Pathfinder
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai -
Drazi -
Vree -
Gaim -

These players are either undecided or haven't picked yet (or there were conflicts of interest http://forum.shrapnelgames.com/images/icons/icon7.gif ):
Gandalf
Simon
Tesco Samoa
Stargazer (?)
AGoetz

I stuck the Technomages as #1, cause they always seem to be able to show up and leave whenever they want, before anyone else has a chance to act. http://forum.shrapnelgames.com/images/icons/icon7.gif The Last (unassigned) races are just in their in a random order. http://forum.shrapnelgames.com/images/icons/icon7.gif

IMHO, the AS given to the Third Space Aliens should have damage something like this (assuming 5 levels):
Level 1 - 40 10 0 0
Level 2 - 50 12 0 0
Level 3 - 60 15 0 0
Level 4 - 70 17 0 0
Level 5 - 80 20 0 0

Btw... what is the Belt Alliance?

[ September 15, 2002, 06:19: Message edited by: Imperator Fyron ]

pathfinder September 15th, 2002 12:43 PM

Re: Babylon 5 Mod
 
IF: If IIRC, Belt Alliance is sorta like the Raiders but good guys.

gregbowman: Two things you could do is 1-go to the shipset forum here and pick-up the B5 Gold done by PDF (June timeframe). This one is very old Version but could be updated with the AI I have posted. 2-wait until after Val Posts the next Version, then convert the AI_Fleet files (add the lines for drones) for all the AI and the line about defense in AI_Settings for all of them. B5 is very playable either way. Just depends on how much fiddling around you want to do. The AI I have been posting are not optimized, just the AI_designcreation and AI_research files so that the AI can get some level of their own race-specific weapons and other components (stealth coating, psychic units [EA psi corps], etc) unique to the races. It got a bit boring playing against the races which had all the same, limited techs. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 15, 2002, 11:56: Message edited by: pathfinder ]

tesco samoa September 15th, 2002 04:18 PM

Re: Babylon 5 Mod
 
no Drakh ...??

Tesco would love to play the Drakh...

If not then Tesco will play what ever race no one wants to play...

and if there is only one race left... Tesco will take it..

But if the Drakh show up... thats it for me.

Val September 15th, 2002 07:15 PM

Re: Babylon 5 Mod
 
Drakh are another oddball race that will probably get special treatment. I do have a few ships for them and I also have weapons mapped out. I'll see if I can compete by Version 31

Fyron September 15th, 2002 09:05 PM

Re: Babylon 5 Mod
 
New list time:

Assuming we use the idea for player order that Val just proposed, we have:

Technomages - Valll (maybe)
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - Pathfinder
Drakh - Tesco Samoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai -
Drazi -
Vree -
Gaim -

These players are either undecided or haven't picked yet (or there were conflicts of interest ):
Gandalf
Simon
Stargazer (?)
AGoetz
Timstone

Are the Drakh in a good place in the list?

pathfinder September 15th, 2002 09:40 PM

Re: Babylon 5 Mod
 
Oy...learned something about the Narn. Their fighter light ion torpedo is great against ships but ain't meant to be used against fighters. 10 EA Matter Gun III equipped Light Fighters ripped 60+ Narn light fighters equipped with 2 X light ion Torps...designcreation called for 1 with a particle gun as secondary....maybe I don't understand secondary...??

Fyron September 15th, 2002 09:45 PM

Re: Babylon 5 Mod
 
Or you put too many primaries in the design. http://forum.shrapnelgames.com/images/icons/icon7.gif

Val September 15th, 2002 10:21 PM

Re: Babylon 5 Mod
 
There are a lot of fighter weapons like that, kind of forces you to take a mix. That's also why I have several 'fighter types' in the generic AI.

I'd say the Drakh are in a good spot, but put Tesco's name by the Vree too - in case I don't get enough done for them. My priority is on the existing races and Vorlons right now.

[ September 15, 2002, 21:22: Message edited by: Val ]

pathfinder September 15th, 2002 10:21 PM

Re: Babylon 5 Mod
 
Hmmm..I'll have to fiddle a bit with that. Thankee...

those fighter battles can be kinda tense/kewl http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 15, 2002, 23:22: Message edited by: pathfinder ]

Nomor September 15th, 2002 10:45 PM

Re: Babylon 5 Mod
 
Val et al

Re: Drakh ships. Would it not be acceptable to use some of the Shadow ships to fill in the gaps.

The Drakh were to the Shadows what the Minbari were to the Vorlons, only more so. The Shadows used human Telepaths in some of their ships. Since some of the Drahk are telepathic is it not safe to assume that the Shadows had some of their ships piloted by Drakh and would thus serve as part of the Drahk shipset?

Or is this taking the easy way out?

The Drakh can have some unique ways for taking control of ships/colonies by use of their "Keepers".

Val you will shortly have a private massage. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 15, 2002, 21:55: Message edited by: Nomor ]

pathfinder September 15th, 2002 10:53 PM

Re: Babylon 5 Mod
 
Nomor: hehe, Drahk ships are being used to flesh out the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif

Not that the reverse couldn't happen ...

[ September 15, 2002, 21:54: Message edited by: pathfinder ]

tesco samoa September 15th, 2002 10:56 PM

Re: Babylon 5 Mod
 
earth alliance is that just bab 5

or is it the earth , moon mars etc...

or both combined

I would recommend that the pbw game be set up... have everyone join and then the custom map start points be adjusted to where each player is located in the pecking order from pbw

or just set up each empire and get the people to take over each empire...

Nomor September 15th, 2002 11:01 PM

Re: Babylon 5 Mod
 
Pathfinder: My watch has 22.00. What is the time in your neck of the woods? http://forum.shrapnelgames.com/image...s/rolleyes.gif

If I was the Shadows I would be more than happy to loan my sycophantic minions some of my ships knowing full well I could recall them at a minutes notice. http://forum.shrapnelgames.com/images/icons/icon10.gif

Question: Is it possible to create an Empire that already has an established partnership e.g. Minbari with Vorlon partnership or Shadow with Drakh? http://forum.shrapnelgames.com/image...s/confused.gif

[ September 15, 2002, 22:23: Message edited by: Nomor ]

pathfinder September 16th, 2002 12:20 AM

Re: Babylon 5 Mod
 
Nomor: 18:15 or 6:15 EDT.....

Anyone: after I loaded the new data files from Val, the following pics dissappeared from add component menu's: tiny fission engine, tiny fusion engine, tiny gravimetric engine and external cargo pod. Some of the particle cannon pics did too (repeater cannons). No lock when right clicked as the data & pics pop up and pics are in the component graphics folder..... they displyed before I loaded it.... just seemed weird is all http://forum.shrapnelgames.com/images/icons/icon12.gif

*pathy sniffs his beer can to see if any foreign substances were added*

Val: The Vree are tough hombres. Took 400 Vet rated Infantry to root a 100 million Vree planet w/1 defense

[ September 15, 2002, 23:24: Message edited by: pathfinder ]

Timstone September 16th, 2002 01:09 AM

Re: Babylon 5 Mod
 
Looks like the project is coming along just fine. Lots of discussion about the new races and techs. http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm really looking forward to the next release of the mod.
BTW, I would like to join, but I'm just accepted in another PBW. But still I would like to join you guys. Could you please enter me as the Vree? I've always liked those gray guys flying around in their frisbees.

AGoetz September 16th, 2002 01:09 AM

Re: Babylon 5 Mod
 
I could take the Gaim - their disadvantage is that as the only non-O2 breather allowed to colonize, everybody is going to want to capture my populations in order to un-dome their Hydrogen worlds (tried it in game Last night, transferring captured Gaim to my worlds, big difference)

Val September 16th, 2002 01:12 AM

Re: Babylon 5 Mod
 
It's not so much the ships for the Drakh, it's more that I haven't added in any of their tech yet and I have a ton of notes I am trying to decipher to create them. They are going to get a unique (and incomplete from the eyes of a standard shipset) shipset and will be nomadic.

The EA is Earth, Mars, some colonies and B5 - originally.

We could start the Minbari as Vorlon agents and Drakh as Shadow agents (if we get them done), or the ancients can be left to court the younger races and see who they can sway, though I doubt the Shadows could offer the Minbari anything http://forum.shrapnelgames.com/images/icons/icon12.gif Also, there are going to be unique Shadow and Vorlon influenced ships for each race (not just EA and Minbari), the only way to get these techs is for the Vorlon/Shadow player to give the younger race the tech Vorlon/Shadow Aid (me thinks).

I will check into the ghost components when I get home from work.

[ September 16, 2002, 00:16: Message edited by: Val ]

Val September 16th, 2002 01:16 AM

Re: Babylon 5 Mod
 
Something you should know about the Gaim - they are tough ground fighters too! I don't remember if I added in their special troops yet or not, but they will be getting tougher ground troops and will have bio-engineering techs available in time. Their ships can also be equiped with Bulkheads that act much as standard armor originally did in SE IV taking damage first.

pathfinder September 16th, 2002 02:05 AM

Re: Babylon 5 Mod
 
Tell me about the Gaim!

Those ugly mugs kept 350 of EA's finest infantry at bay (after the EA invaded) then slowly killed them off.....the transport was destroyed and by the time a replacement was built and got to the system it was too late http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 16, 2002, 01:06: Message edited by: pathfinder ]

AGoetz September 16th, 2002 02:19 AM

Re: Babylon 5 Mod
 
I've been thinking about some of the attributes that you can take when you're creating a race and I've come to suspect that Natural Merchants (That's the one where you don't need Space Ports, isn't it?) could be under priced. As I understand it, only Homeworld Hubs, Colony Hubs and Manufacturing Hubs (?) count as Space Ports and these all take a long time to build, much longer than single purpose structures such as Space Yards and Mines.

Val September 16th, 2002 02:25 AM

Re: Babylon 5 Mod
 
Good call, never thought about that one!

Either we should up the cost, or make a smaller 'space port' only facility that could be built (as already exists in standard SE IV). Opinions?

Hey Fyron -
Did you ever get in touch with Rambie about the CD?

Path
I will be getting the CD out to you this week!

[ September 16, 2002, 01:27: Message edited by: Val ]

pathfinder September 16th, 2002 03:11 AM

Re: Babylon 5 Mod
 
Hmmm...small space port only facility similar to stad SEIV. Might work...but can't put on same planet as the other space-port with colony facilities. Just like the space yard. gives one options. me likes the big facilities due to the added storage but would be handy to get stuff/goods quicker if not EA...

President_Elect_Shang September 16th, 2002 03:55 AM

Re: Babylon 5 Mod
 
I just downloaded the B5 Mod and may I say nice job. http://forum.shrapnelgames.com/images/icons/icon10.gif My hat is off to all of you who worked on it. I was taking a good long look at the external components and I see that you came to the same conclusion I did. I decided to toss mine out the window as they aren’t really external, just small internal. I still wonder if there isn’t a way around this? http://forum.shrapnelgames.com/image...s/confused.gif

AGoetz September 16th, 2002 04:42 AM

Re: Babylon 5 Mod
 
Shang's post reminded of something that happened - I had a Medium Transport filled with External Cargo Spaces, loaded with Infantry and Ground Support Units. My fleet hit an unmapped minefield. None of the combat vessel capabilities were seriously impaired, but every single ground pounder got a lesson in vacuum breathing. It took my Homeworld and attendent Base Yards close to a year to build all of those units http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron September 16th, 2002 07:39 AM

Re: Babylon 5 Mod
 
New list time:

Technomages - Valll (maybe)
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - Pathfinder
Drakh - Tesco Samoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai -
Drazi -
Vree - Tesco (if Drakh unavailable)
Gaim - AGoetz

These players are either undecided or haven't picked yet (or there were conflicts of interest ):
Gandalf
Simon
Stargazer (?)
Timstone

Hey Fyron -
Did you ever get in touch with Rambie about the CD?

Yeah.

And I still need everyone's proper PBW name, exactly as it appears there (including capotals and all, for insurance).

Timstone September 16th, 2002 10:49 AM

Re: Babylon 5 Mod
 
Say, I asked if I could play the Vree! If Tesco gets to play the Drakh then I want to play the Vree (just as I asked). If Tesco is going to play the Vree, then you're free to place me at any race you want.

[ September 16, 2002, 09:50: Message edited by: Timstone ]

pathfinder September 16th, 2002 12:26 PM

Re: Babylon 5 Mod
 
IF: my pbw nic: pathfinder (notice... NO caps, http://forum.shrapnelgames.com/images/icons/icon12.gif )

[ September 16, 2002, 11:27: Message edited by: pathfinder ]

Suicide Junkie September 16th, 2002 03:02 PM

Re: Babylon 5 Mod
 
I would reccommend starting at 30%/30%/30% (10% miscellaneous devices)
Do a bunch of simulations with varying amounts of each, and see what a good balance is for your tech level.

Once you meet some aliens, try to have +1 speed over thier ships. When ship speeds get too high, switch back to the slow, heavy ships which can swat the flies.
A mix would be good: fast interceptors, and heavy assault ships.

Timstone September 16th, 2002 03:16 PM

Re: Babylon 5 Mod
 
Thanks for the advise SJ.
But what about the building queue of a new colony?

[ September 16, 2002, 14:16: Message edited by: Timstone ]

tesco samoa September 16th, 2002 04:38 PM

Re: Babylon 5 Mod
 
Timstone... My secondary request is the empire that no one wishes to play or the Last empire left.

So the empire is yours http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone September 16th, 2002 04:50 PM

Re: Babylon 5 Mod
 
Really?! Thanks, jippie!
I hope you get to play the Drakh.

Jamorobo September 16th, 2002 05:53 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
I'm willing to forgive it. http://forum.shrapnelgames.com/images/icons/icon12.gif
I just hope Tesco gets to play the Drakh that way I can play the Vree. If not, $h!t happens, I'll just play another race. No sweat.

Oh, and could you guys give me a few reasonable setups for beginning planets? I don't know what to bluid on a new colony. And how about ships. What is a "good" setup for a ship (Y% armor, X% engines, Z%weapons, etc...)?

<font size="2" face="Verdana, Helvetica, sans-serif">Well on my first colonys (this is for planets that are the same apmospher as u) i allways build a Space yard first, it allows you to build the rests of the facilities much quicker than you would otherwise. Sure the Space yard may take 140 turns with the basic amount of population, but if you sent about 5 transports worth of pop from your main planet it will only take around 24 turns to build, once you have this and with the large amount of pop u will have on the planet, things such as research centers will take about 6 turns each.

I can't stress how much research centers are needed, as getting an early advantage is very good. As weapons not only increase in power and range the higher up the tech levels they go but they also decrease in how much space they take up, which means you will be able to fit more of your big weapons on your ships.

Ship wise for a "good" allround ship i recomend the following (This is what i mainly use for my Earth ships)

Engines: you firstly need good engines as the larger the ship the more thrust it needs. At the start my engines take up alot of room if u want to go fast. Try if possible to get the ship to go atleast 4-5 movement, later on all ships can easly get 8 movement with the use of gravametric engines etc, engines cost space so don't forget to upgrade engines as space for more armour/weapons/point defence can be created by improving the engines.

Combat sensors etc: These are a must have, get all of them you can on your ship as they are your first line of defence and attack as there is no point in having guns if you cannot hit them even if your life depended on it. (It does http://forum.shrapnelgames.com/images/icons/icon10.gif )

Point defence: early on point defence is not really that useful as no one really has fighters and it's only the odd missile that comes your way. Also you get poor PD until you research Military science. however early to half way though the game your main ships will need at leasts 1 piece of PD maby two if you find you have some extra room as a weapon doesn't quite fit. CrUsers and upwards should have atleast 2 PD.

Armour: Mucho important, i have 8-10 pieces of medium armour of ships of heavy destroyer and below and any higher i use Heavy armour of 8-10 pieces, this may vary if the ship has i little bit more room left that nothing good except armour can go in to.

Weapons: I normally have 2 heavy weapons on a ship supported by as many medium weapons as possible as heavy weapons do alot of damage but usually have a longer reload time, also with some weapons like lasers, heavy ones tend to have a long range so sometimes waste their shots at a long range so the medium weapons are a sort of safty net as they have a shorter distance.

I think my EA battle cruisers (which were set up pritty much like the ones in the show) had two Large Heavy laser\pulse cannons and 4 medium laser cannons, this was however because the weapons were level 8 and had reduced in size by about half from when they were level 1!

Fighters: Do get these in you normal attack ships as they can be deadly in a 1on1 fight and even in large battles, 3 fighterbays on a battle cruiser will allow 18 medium fighters which is dealy against another ship with a normal amount of PD. You may have the problem of having to constantly buy fighters but it's much cheeper than having to buy new ships, They also act as PD against other fighters and missiles. They are just a must, i've simulated two Battle cruisers Vs one BC with fighters on board and the one with fighters one 3/5 times.

I think thats it for the mo. if i've left any areas of a ship out do tell me and i'll give my view.

Dead Meat September 16th, 2002 07:05 PM

Re: Babylon 5 Mod
 
Imperator Fyron: My PBW name is Dead Meat

Fyron September 16th, 2002 09:07 PM

Re: Babylon 5 Mod
 
New list time:

Technomages - Valll
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - pathfinder
Drakh - tescosamoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai -
Drazi -
Vree - Timstone
Gaim - AGoetz

These players are either undecided or haven't picked yet (or there were conflicts of interest ):
Gandalf
Simon
Stargazer (?)

[ September 16, 2002, 21:48: Message edited by: Imperator Fyron ]

Val September 17th, 2002 01:02 AM

Re: Babylon 5 Mod
 
Timstone - oops, sorry http://forum.shrapnelgames.com/images/icons/icon9.gif

jimbob September 17th, 2002 01:12 AM

Re: Babylon 5 Mod
 
It looks like the Drazi is still free, put Stargrazer down for them.
Thx

Edit: Are the Pakmara available? I think he mentioned them, and I found them mentioned in the components file a few times. If so, how 'bout them?

[ September 17, 2002, 00:20: Message edited by: jimbob ]

Timstone September 17th, 2002 01:13 AM

Re: Babylon 5 Mod
 
I'm willing to forgive it. http://forum.shrapnelgames.com/images/icons/icon12.gif
I just hope Tesco gets to play the Drakh that way I can play the Vree. If not, $h!t happens, I'll just play another race. No sweat.

Oh, and could you guys give me a few reasonable setups for beginning planets? I don't know what to bluid on a new colony. And how about ships. What is a "good" setup for a ship (Y% armor, X% engines, Z%weapons, etc...)?

[ September 16, 2002, 12:14: Message edited by: Timstone ]

AGoetz September 17th, 2002 01:32 AM

Re: Babylon 5 Mod
 
I've created a PBW account under the name AGoetz.

pathfinder September 17th, 2002 02:08 AM

Re: Babylon 5 Mod
 
JimBob: Check out the pakmara in the B5 Unfinished races at Rambi's website. Not much there ...bare bones atm. may be do -able in pBW....no shipset tho', just race pics.

http://www.xmission.com/~rstulce/B5Web.htm

[ September 17, 2002, 01:09: Message edited by: pathfinder ]


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