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Re: Babylon 5 Mod
Quote:
What sort of pop curve to we want to change it to? |
Re: Babylon 5 Mod
I've got a program to generate pop modifiers... just give me an equation and I'll plug it in.
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Re: Babylon 5 Mod
Why would a neutral with only an AI_General.txt file not have any facilities built on the homeworld and none show up top be built? Blank spaces somewhere in the generic AI files?
[ May 25, 2003, 15:04: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Cascor AI_General.txt file fixed to allow its use as a neutral in B5 MOD (Gold Version):
1053897863.zip |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
One thing that is holding up B5 Nomads is my confusion on techs and components: Are all the required ones available? If not, what is neeeded?
[ May 25, 2003, 22:57: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hi PF,
Superb job on the EA Advanced weapons. About the B5 Nomads, I haven't noticed anything missing with them...My Shag'Toth are Nomads and they work fine. Although they don't colonize other worlds, but I thought that's part of the Nomads in the first place isn't it? |
Re: Babylon 5 Mod
Yes, but nomads are supposed to use resource ships/stations, not sure how they expand/take over systems. also, how do they start (base yard to make ships for instance). So they need some kind of start facilities). space-borne education/training facilties, etc
My head hurts: adding some Cascor weapon tech http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 26, 2003, 01:03: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
LOL, well Suicide Junkie could answer those questions since I believe that is associated with what's used in the Pirates and Nomads mod of his. Send him a PM or E-mail maybe he can clear up your doubts.
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Re: Babylon 5 Mod
Had to add a B5 Nomad Race life support (or change resource ship to not needed that). definitely a challenge playing them!
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