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Re: Babylon 5 Mod
Then make the pop penalties much les stringent. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Thanks for the info Jamorobo, I'll definately be on the lookout for these files once PF finishes them. I'm dying to try out those Light Molecular Slicers for the Omega-X.
For the Breach Pods and other assault ships, those have to be activated (and a few things added to them) so they can work. I have got them ingame but I haven't used them yet so honestly I don't even know if they are working properly...but I think so http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Hey PF, how do I set up a laser to use blue beams such as the light molecular slicers in the Omega-X? Thanks.
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Re: Babylon 5 Mod
Geryon: Not sure which graphic is used. I'll have to check. which ever one is "beam weapon" for the EA. Ahhh...uses pic #103 for the slicer, maybe should be #108.
BTW which class vessel would that advanced plasma EA weapon go into? gonna put it in larger space bases and dreadnought/baseship for now. [ May 25, 2003, 03:52: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
The trans-pahsed plasma cannons were set on the Warlock according to Tim Earls, Cgi Director of B5. He also stated that those are the same cannons on the Nova.
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Re: Babylon 5 Mod
Soo...down to battleship level.... http://forum.shrapnelgames.com/images/icons/icon12.gif
Done http://forum.shrapnelgames.com/images/icons/icon12.gif I should be able to at least post the components.txt and the 2 EA files tommorow/latest Monday. [ May 25, 2003, 04:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
That sounds great man. Thanks for the new weapons, can't wait to use them against the Shadows and a few other misfits causing me trouble http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
jamorobo, cute pic.
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