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

Fyron May 25th, 2003 07:49 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Jamorobo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Then make the pop penalties much les stringent. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Why thank you for volunteering IF http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/tongue.gif
What sort of pop curve to we want to change it to?

Suicide Junkie May 25th, 2003 08:09 AM

Re: Babylon 5 Mod
 
I've got a program to generate pop modifiers... just give me an equation and I'll plug it in.

pathfinder May 25th, 2003 04:03 PM

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 ]

pathfinder May 25th, 2003 11:26 PM

Re: Babylon 5 Mod
 
Cascor AI_General.txt file fixed to allow its use as a neutral in B5 MOD (Gold Version):

1053897863.zip

pathfinder May 25th, 2003 11:54 PM

Re: Babylon 5 Mod
 
Update for Markab AI_General.tx file to allow them as a B5 Neutral Race:

1053899586.zip

pathfinder May 25th, 2003 11:57 PM

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 ]

Geryon May 26th, 2003 01:12 AM

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?

pathfinder May 26th, 2003 01:59 AM

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 ]

Geryon May 26th, 2003 02:52 AM

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.

pathfinder May 26th, 2003 05:32 AM

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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