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Re: Babylon 5 Mod
To add to what Geryon states the AoG book "Ships of the Fleet" also has the Shadow Omega with molecular pulsar (similar to a Minbari weapon) and another molecular weapon (Light molecular cutter IIRC). I am looking at LEAST the light molecular slicer being added since it actually was in the TV show (testing it in my current game---need something to combat the Minbari & Shadows (regular molecular slicers in battleships mounts *shudder* ).
As for the plasma range...is a problem only if the plasma-equipped ships run into Vorlon, Shadow or Minbari ships or ones with lasers/pulse weapons http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 20, 2003, 01:29: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
As for 1.49, I am NOT going to go back and try and untangle the RCE's due to engines (and whatever else). The Gold Version has proven to be very stable (>900 turns in previous game without so much as a whimper).
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Re: Babylon 5 Mod
Just checking that I'm following correctly : Version 2.0 will be Gold only.
Version 2.0 will have completely new weapon systems, hopefully giving every race a usable range of comparable power (Ancients will of course have the best) |
Re: Babylon 5 Mod
AGoetz: Gold Version already out. Timstone is doing a bit different Version. I am attempting to re-do some of the weapons in current (unofficial) Gold Version.
I am not going to fiddle with 1.49 any more as the RCE's and their root cause are beyond my limited abilities to determine and/or fix. |
Re: Babylon 5 Mod
Can anyone tell what the heck, in SEIV terms, a gunship is?
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Re: Babylon 5 Mod
A gunship is the modern day equivalent of an attack helicopter such as an Apache. In B5 terms a Gunship might be a warship-like transport (think something like a battle Version of a shuttle) or it can even be a small capital ship such as the Drazi Sunhawk that is a Gunship.
In terms of SE4 you might be able to use it in either a larger fighter/attack shuttle role (if possible) or in a smaller capital ship role between scout and escort. Oh and one Last thing, I was browsing through the booklet that came with my Gold game and it says that it includes a bunch of mods in the cd. I recall one of them having some sort of pirate race that actually assaults other ships to survive and thrive and don't require planets, I was curious what do you think about this for the Raiders? I haven't got a clue how to implement it or if it's from the normal game itself but that does portray them closer to the series. What do you think? [ May 20, 2003, 09:20: Message edited by: Geryon ] |
Re: Babylon 5 Mod
My Last day here, tomorrow I'm off to Poland and the Czech Republic. Jeha! I really want to go there, two very cool countries.
Anyway, back to bussines. I see that nobody has given me any advise about how to do the weapons for every race. Than this is what I'll do. I'll convert the rest of the Ancients (I already had plans for them) and then I'll post that Version and see what you guys think of it. I repeat, nothing special is done to it. I'm just restructuring the whole mod for easy use by other people. Also that way I can add anything much faster (when that Version of the mod is accepted). So PF, I'm not doing something different. It's still the same mod, only with a different internal structure. It'll be entirely Gold orrientated. Geryon: Very impressive knowledge. I comment you. [ May 20, 2003, 09:24: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Geryon: That would be the Pirates & Nomads MOD. Both the Raiders & ShagToth will have these traits (no colonies IIRC) if/when they are implemented. I have no clue as to how that works so atm they both are "normal" races.
[ May 20, 2003, 11:11: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Quote:
Anyway i'm glad to see someone agrees with the prob with the pulse weps size http://forum.shrapnelgames.com/images/icons/icon10.gif Are we going to keep Val's formula for weapons as they are and just tinker to improve gameplay (this includes adding some weapons to give some races more choice in what to use)? Or are we going to start from scratch. Apparently Val took all his specs for weapons from the B5 War game and did somthing to make it so he had levels of weapons insted of just the one. it this somthing we could contunue as it does give a solid bases for weapon damage and range to a point, the only problem is you don't get lvl1-10 heavy laser, only one type of heavy laser (i hope you get what i mean). So you would need some type of formula for each weapon (how it increases in range and damage over the X amount of levels the weapon has). On a different note, the Shaddow based EA weapons are catered for on the mod allready arn't they. IIRC vorlons and shaddows have "Shaddow/vorlon based weapons" as a research field and the idea is the player gives this tech to another race eg. EA and with the tech and another tech eg laser weapons 4 and biological weapons 3 the EA player is able to produce the kickass hybrid weapon. Anyway i'm off to download the Gold Version of this mod and the latest Version of the Gold se4 patch |
Re: Babylon 5 Mod
The way it works is:
a) The race has no colonization ability b) The race is given bonus components for improving their ability to capture ships cheaply. Small boarding party components, anti-boarding defense crew toxins, shield disruptors, etc. c) The race is given bonus components for living in space... Tiny spaceyards, no maintenance costs, completely undetectable ships (Blend in with the civilian traffic), etc. All combined, this gives you a race that will quickly spread out and build small bases and outPosts in secret places. They will be able to use their stealthiness to pick and choose the targets they attack (unescorted transports, small colonies, etc). They can then plunder the planets and deconstruct the ships for cash and tech. Low or No maintenance allows them to survive even after taking losses to unexpected resistance, and when the other races have their military doing extra patrols and escorts. |
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