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

pathfinder September 25th, 2002 07:36 PM

Re: Babylon 5 Mod
 
Val: email sent to the b5 email addy.

Jam: Just went thru the AI, found what may have been the error you saw with the Drazi(?): double spacing between 2 techs.

ALL: Just went thru the AI, found a number of double spacing & typo errors. Hopefully I got rid of most of the errors (NO guarantee I got ALL of them http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Combat telepaths/psychic studies: Are the EA the only one's with this capability? No requirements as EA only in techarea but EA Psy Corps are only telepaths I know of from the show. EA only AI I have researching these areas atm.

[ September 25, 2002, 20:06: Message edited by: pathfinder ]

Val September 25th, 2002 11:05 PM

Re: Babylon 5 Mod
 
Timstone:
I type some replies on the forum during working hours, the boss doesn't mind 'cause of the sheer amount of hours I am here and because I don't abuse it. I don't actually do any of the modding stuff though. Plus everyone else gets a dozen smoke breaks a day http://forum.shrapnelgames.com/images/icons/icon12.gif

PF
Combat Teeps - Actually the Minbari were doing it in the show too. I left the tech open for all races. The EA will have a few special techs and Intels on top of that for the PsyCore http://forum.shrapnelgames.com/images/icons/icon12.gif

Gotta go - end of smoke break http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder September 25th, 2002 11:31 PM

Re: Babylon 5 Mod
 
Val: Thanks, I guess I'll add that to the Minbari and let it go for now. Hehe, only saw a very few of the shows, so me no expert.

Fyron September 25th, 2002 11:37 PM

Re: Babylon 5 Mod
 
The Narns shouldn't have telepaths available. They don't have the necessary genes for telepathy. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 25th, 2002 11:51 PM

Re: Babylon 5 Mod
 
And the Vorlons don't have the soul for it http://forum.shrapnelgames.com/images/icons/tongue.gif

jimbob September 26th, 2002 12:46 AM

Re: Babylon 5 Mod
 
Yah! Minbari rule

Val September 26th, 2002 02:51 AM

Re: Babylon 5 Mod
 
Altough the Narns don't have Teeps, they can hire comercial ones. At the time of the show that they were talking about using them, they were putting them on all sorts of ships for all races. But EA/Minbari would be the prime 2 to research it.

pathfinder September 26th, 2002 02:54 AM

Re: Babylon 5 Mod
 
Done. EA & Minbari have at least some level of Combat telepaths (9 or 10). I'll compile what I have tommorow and post/email.

Hehe, while they have not met yet, the EA currently have level 2 Combat Telepaths for when they meet the Shadows in the current test game.

[ September 26, 2002, 01:56: Message edited by: pathfinder ]

Fyron September 26th, 2002 03:49 AM

Re: Babylon 5 Mod
 
Val: Ok, that makes sense.

JIMBOB: What is your PBW nick? Either tell it to me, or go join the game "Babylon 5 Game" as the Minbari. http://forum.shrapnelgames.com/images/icons/icon7.gif

Nomor September 26th, 2002 04:34 AM

Re: Babylon 5 Mod
 
http://forum.shrapnelgames.com/images/icons/icon6.gif Val:If you're still up, (3.25 AM here http://forum.shrapnelgames.com/image...s/rolleyes.gif ) you have a zip. Found the Keepers and done the other.
Zebadee say it's ... http://forum.shrapnelgames.com/images/icons/icon10.gif

Val September 26th, 2002 05:07 AM

Re: Babylon 5 Mod
 
Excellent! Thanks for tracking 'em down for me!!!!

Baron Munchausen September 26th, 2002 07:20 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
The Narns shouldn't have telepaths available. They don't have the necessary genes for telepathy. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Who says that a telepath on a ship is automatically of the same race as the rest of the crew? The Narns could very possibly hire other races' telepaths. Of course, here is where you run into the limitations of modding the game, because you cannot make sure that another race is available to be 'recruited' before allowing them to use telepaths.

Fyron September 26th, 2002 08:08 AM

Re: Babylon 5 Mod
 
BM: Val already said that. http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks anyways.

Jamorobo September 26th, 2002 10:06 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Baron Munchausen:
</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:
The Narns shouldn't have telepaths available. They don't have the necessary genes for telepathy. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Who says that a telepath on a ship is automatically of the same race as the rest of the crew? The Narns could very possibly hire other races' telepaths. Of course, here is where you run into the limitations of modding the game, because you cannot make sure that another race is available to be 'recruited' before allowing them to use telepaths.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Why don't you have it so another race has to give the narns a tech which in conjunction with a tech narns have allready got, allows them to get telepaths. As EA for instance would not let narn use their races telepaths unless they wanted them to. This means narn can't get any telepaths until it meets another race.

Fyron September 26th, 2002 10:27 PM

Re: Babylon 5 Mod
 
The government does not have absolute control over every single one of it's citizens. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 27th, 2002 01:04 AM

Re: Babylon 5 Mod
 
Val: Latest AI in your e-mail.

Urendi Maleldil September 27th, 2002 02:20 AM

Re: Babylon 5 Mod
 
In the show didn't the Narns try to acquire some genetic samples of telepaths so they could make their own? That could be modded in somehow. They just need to acquire (through trade, theft, or ruins) another race's telepath tech which, when combined with their own, would give them Narn telepaths.

jimbob September 27th, 2002 05:20 AM

Re: Babylon 5 Mod
 
IF said:
Quote:

JIMBOB: What is your PBW nick? Either tell it to me, or go join the game "Babylon 5 Game" as the Minbari.
<font size="2" face="Verdana, Helvetica, sans-serif">my pbw nickname is "Yimbob". Seemed that jimbob was already taken. I'll get around to registering when the "official" Version of the mod is ready for the test game.

Total Aside: IF, any news on the p&n 2.6b pbw game?

Fyron September 27th, 2002 06:32 AM

Re: Babylon 5 Mod
 
Jimbob: Ok... then I am gonna assign you (and everyone else) to the game then. http://forum.shrapnelgames.com/images/icons/icon7.gif

And I don't know what's going on with the p&n 2.6 beta test game.

Val: Were the Drakh going to be playable or not? If not, which race should Tesco have instead?

Edit: Aargh! What is Milton's PBW nick? I can't assign him to the game. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ September 27, 2002, 05:37: Message edited by: Imperator Fyron ]

Suicide Junkie September 27th, 2002 03:13 PM

Re: Babylon 5 Mod
 
The P&N 26 beta game has been uploaded, and we are making sure everybody has the latest files right now.

Once everyone has successfully uploaded their turn, we will know that everybody is up to date on the modfiles.

Val September 28th, 2002 03:35 AM

Re: Babylon 5 Mod
 
I have the Drakh weapons in process, but don't know if I'll finish them this weekend or not - still been working like a dog http://forum.shrapnelgames.com/images/icons/icon9.gif

The Narn Telepath idea is pretty good, but too much of a pain right now... although I suppose we could add a psychic racial trait that is inexpensive and link the telepathic research to that rather than specific races. Hmmm... could then add - B5 Psychic Race - Ancients would not need to take this trait as they would automatically have racial specific abilities built into their particular race. This would force the Narns to either get the initial level from another race or buy/trade for the components.

Thanx PF, I'll add them in when I get home.

Fyron September 28th, 2002 05:08 AM

Re: Babylon 5 Mod
 
Well until I know what Milton's PBW nick is, we can't start (unless we kick him out, which would be rude http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Lighthorse September 28th, 2002 06:11 AM

Re: Babylon 5 Mod
 
Imperator Fyron

Please remove Milton from playing the Centauri.
Milton requested that you withdraw him from B5mod PBW. He couldn't locate his copy of 1.49/SE4. All he has now is gold/SE4. Thus Centauri is open any who wishes to play them, but you got to have that funny hair-do. Its doesn't count if you only have as you shower.

Lighthorse

Val September 28th, 2002 06:14 AM

Re: Babylon 5 Mod
 
If I don't get the Drakh done in time, would Tesco be interested in the Centauri?

Fyron September 28th, 2002 06:50 AM

Re: Babylon 5 Mod
 
Lighthorse: Okey dokey.

Val: He probably would. http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone September 28th, 2002 05:37 PM

Re: Babylon 5 Mod
 
IF: We can't start yet, we first need the new installment of the B5 Mod. http://forum.shrapnelgames.com/images/icons/icon12.gif

Gandalph September 28th, 2002 05:43 PM

Re: Babylon 5 Mod
 
If you wanted, you could switch me from LNAW to Centauri. I wouldn't mind in the least.

Nomor September 28th, 2002 07:05 PM

Re: Babylon 5 Mod
 
Does anyone know of internet sites with Star Trek jpg's, especially of worlds they visited, showing structures?

Links would be nice... http://forum.shrapnelgames.com/images/icons/icon7.gif

The Canuck September 29th, 2002 10:13 PM

Re: Babylon 5 Mod
 
hey imperator, r there any spots left in the B5 PBW game? if so could i play, i dont care who i am and guesting that most of the races are taken could i be the raiders if there open?

tesco samoa September 29th, 2002 10:48 PM

Re: Babylon 5 Mod
 
As I stated eariler. I will play were i am needed to help the game admin.

And... Is someone creating the empires...

Fyron September 29th, 2002 10:50 PM

Re: Babylon 5 Mod
 
Ok... Gandalph will be the Centauri. I will try to figure out where to place The Canuck and Tesco.

Fyron September 29th, 2002 10:55 PM

Re: Babylon 5 Mod
 
Player List:
Technomages - Valll
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - pathfinder
Minbari - Yimbob
Hyach - Zero Adunn
Centauri - Gandalph
Narns - Lighthorse
Earth Alliance - Rambie
League of Non-Aligned Worlds - tescosamoa
Abbai - Nomorlurk (Simon)
Drazi - Stargrazer
Vree - Timstone
Gaim - AGoetz
Belt Alliance -
Raiders - The Canuck
Pakmara (maybe) -

Canuck, what is your PBW nick?

[ October 02, 2002, 04:40: Message edited by: Imperator Fyron ]

Fyron September 29th, 2002 11:09 PM

Re: Babylon 5 Mod
 
Stargrazer is not a valid PBW nick. http://forum.shrapnelgames.com/images/icons/icon9.gif What's his PBW nick then?

The Canuck September 30th, 2002 12:15 AM

Re: Babylon 5 Mod
 
my nick name is... get ready for it... The Canuck ... http://forum.shrapnelgames.com/images/icons/shock.gif what a surprise http://forum.shrapnelgames.com/images/icons/icon10.gif

Baron Munchausen September 30th, 2002 12:26 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Stargrazer is not a valid PBW nick. http://forum.shrapnelgames.com/images/icons/icon9.gif What's his PBW nick then?
<font size="2" face="Verdana, Helvetica, sans-serif">Maybe Stargazer without the 'r'? That was the name of Picard's old ship on TNG.

Fyron September 30th, 2002 01:13 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by The Canuck:
my nick name is... get ready for it... The Canuck ... http://forum.shrapnelgames.com/images/icons/shock.gif what a surprise http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Just checking. A lot of people have differnt PBW nicks than nicks here on Shrapnel, and it is better to get that out of the way before I try to assign people to the game. http://forum.shrapnelgames.com/images/icons/icon12.gif

AGoetz September 30th, 2002 03:22 AM

Re: Babylon 5 Mod
 
So any idea on what techs and components are being added by Val? (Of course as I'm slated for the Gaim, I'm most interested in what will given to them) http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 30th, 2002 04:21 AM

Re: Babylon 5 Mod
 
Gaim: I haven't done anything with them yet myself other than look up their techs. Basically particle weapons plus the Gaim race tech...

packet torpedo, light particle beam, particle concentrator, scatter gun, PDF scatter gun are what I found. suggest you also pick another area plus general to supplement...

Lighthorse September 30th, 2002 05:10 AM

Re: Babylon 5 Mod
 
Imperator Fryon,

I uploaded my empire file for the Narns Regime.
I only used 2000 racial points, is that correct.
Racial points is like money, its always easy to spend more.

Lighthorse of the Narns Regime

Fyron September 30th, 2002 05:15 AM

Re: Babylon 5 Mod
 
Umm... I don't know how many points we should use. What do all of you think?

pathfinder September 30th, 2002 06:05 AM

Re: Babylon 5 Mod
 
IF: I usually use 2000 myself against the AI *shrug* whatever everybody wants.

This be the 1st PBW (or PBEM) I have played SEIV...

me just waiting for Val to give word on the update/latest Version before going forward...

[ September 30, 2002, 05:06: Message edited by: pathfinder ]

AGoetz September 30th, 2002 07:28 AM

Re: Babylon 5 Mod
 
Seeing as I've only ever played solo before, I've been trying to work out what kind of mind set would be best for facing other humans. In my current game I've gone for massive production capability - I've got 100 Space Yard 3 space stations scattered through out my empire (playing as Centauri) in addition to my planetary yards. Just how high is the attrition rate in a proper game?

Lighthorse September 30th, 2002 08:44 AM

Re: Babylon 5 Mod
 
I prefer 2000 racial points myself. I leave that final decision to yopu.

Lighthorse

Nomor September 30th, 2002 09:29 PM

Re: Babylon 5 Mod
 
Re:
Quote:

Just how high is the attrition rate in a proper game?
<font size="2" face="Verdana, Helvetica, sans-serif">Everyone is going to be very nice to each other http://forum.shrapnelgames.com/images/icons/icon7.gif , happily going about exploring and making trade and research agreements in order to advance up the tech tree http://forum.shrapnelgames.com/images/icons/icon7.gif . Then after spending two weeks travelling to that prime huge pleasant planet you found that no one else new about just to find some sod's planted his flag on it http://forum.shrapnelgames.com/images/icons/icon8.gif , you'll go nuts and declare war on the next ship that crosses your path.... http://forum.shrapnelgames.com/images/icons/icon10.gif

[ September 30, 2002, 20:36: Message edited by: Nomor ]

Fyron September 30th, 2002 09:32 PM

Re: Babylon 5 Mod
 
Hey Dead Meat, let's make the attrition rate of ships really, really high in this game. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k

Dead Meat September 30th, 2002 09:43 PM

Re: Babylon 5 Mod
 
What do you mean just joking? You may be, but I'm not. Just wait till I get my Shadow fighters with their nice new shiny slicers.We will see how many of your "ships" it will take to kill me off. Attrition will be something that you won't allow spoken on your homeworld (if its still their).

Fyron September 30th, 2002 09:51 PM

Re: Babylon 5 Mod
 
Well... I don't know what weapons my fighters will have at this point http://forum.shrapnelgames.com/images/icons/icon12.gif , but I am sure that they will kick your petty little slicer beam butts.

pathfinder October 1st, 2002 02:10 AM

Re: Babylon 5 Mod
 
Got my shipment of background materials for B5 from AoG today...interesting http://forum.shrapnelgames.com/images/icons/icon12.gif

AGoetz October 1st, 2002 07:01 AM

Re: Babylon 5 Mod
 
That may be well and good for you as the Vorlon's - but as the Gaim I'm not looking forward to encountering ANY hostile Ancient race fighters http://forum.shrapnelgames.com/images/icons/shock.gif

Dead Meat October 1st, 2002 07:27 AM

Re: Babylon 5 Mod
 
AGoetz: Then perhaps you should join the Dark.....er Shadow side.


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