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

pathfinder May 24th, 2003 12:52 AM

Re: Babylon 5 Mod
 
IF: will do

Geryon May 24th, 2003 01:03 AM

Re: Babylon 5 Mod
 
Btw PF is there any chance the new changes and additions can come out as an addon to the existing mod? Since I added the breach pods, assault shuttles, a few bmps here and there, etc. I'd really appreciate it if I could just add it into my currently existing mod so I wouldn't lose any changes or have to do them again. If you can that is, if not, I'll make do http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie May 24th, 2003 01:21 AM

Re: Babylon 5 Mod
 
Updated armor names & descriptions.1053731983.zip

Primary, secondary and grid.
The descriptions in secondary and grid armors mention the fact that they are addons, and that the secondary armor has a limit of one per ship, while the grid does not.

pathfinder May 24th, 2003 01:53 AM

Re: Babylon 5 Mod
 
Not sure that I can since I do not know specifically what was done..

You could unzip to a dummy area/folder then pick-and choose..

[ May 24, 2003, 00:53: Message edited by: pathfinder ]

Geryon May 24th, 2003 03:11 AM

Re: Babylon 5 Mod
 
I can do that, all I need to know is what files I have to add to get the new Plasma and Molecular weapons ingame. Because right now I don't know which files you altered to make them work http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron May 24th, 2003 03:41 AM

Re: Babylon 5 Mod
 
I think we should work towards speeding up game play a bit. It takes too long to get anything done, esp. in PBW games...

pathfinder May 24th, 2003 03:44 AM

Re: Babylon 5 Mod
 
My hands are full doing what I am doing...no time to figger that out IF.

Someone else what to take on research and build times (cost)?

[ May 24, 2003, 02:51: Message edited by: pathfinder ]

Fyron May 24th, 2003 03:54 AM

Re: Babylon 5 Mod
 
Just halving the costs of most facilities is a good start. 5.5 years for a Spaceport-type facility is just excessive...

Jamorobo May 24th, 2003 02:01 PM

Re: Babylon 5 Mod
 
Geryon: to get Path's weapons when he gives them out, just unzip the files in to a different folder then look through the component text where the new weapons will be and copy them in to the same place in you component text. The n just do the same with the tech area text i'm path has made and changes to it.

THEN post up the new combined comp text so we will all have it therefore making it the latest Version of the text we can build on. (i just like the sound of assault ships http://forum.shrapnelgames.com/images/icons/icon7.gif )

IF: The main thing about construction speed is it is based aLOT on population amount therefore in a new colony with few population construction will take longer, basicly u need to shift loads of population from your homeworld to colonys to get a decient production rate out of them, i can get Shipyards down to 1.6 years on my first non homeworld colony.
I do agree however that this can be slow at times, The main problem with the system at the mo is that the ai can't handle it very well as they rarely move population around so their colonys take a good 70 turns to get anything close to what i get in 30 turns. And since the ai relys on being able to expand and produce quicker that you to make the game a chalange, they ain't pulling it off, Computer on hard with medium bonus and 3 starting planets is still quite easy.

pathfinder May 24th, 2003 02:29 PM

Re: Babylon 5 Mod
 
assault ships are already made by the AI(breach pods researched, uses heavy destroyer thru cruiser hulls, capture ship strategy.

[ May 24, 2003, 14:53: Message edited by: pathfinder ]


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