![]() |
Re: Babylon 5 Mod
Hi all!
I'm back again from my trip to Italy. Damn, nice women over there. For the first time in 2 years I'm back home. Yehaa! Feels great. And yes, my GF is also here. We haven't decided anything, but for now we are happy the way things are going. Ah well, back to the mod. As expected I haven't done anything for the mod during my time in Italy. I was busy working and sightseeing with my GF (and enjoying live I might add). IF: I have seen the pics, I swear. But also I can't seem to find them anymore. Damn, where did they go?! |
Re: Babylon 5 Mod
Thanks for the swift reply. I send you a mail.
|
Re: Babylon 5 Mod
Could you stick them all in a zip file, keeping the folder structure in-tact, and then upload it to Shrapnel and give us a link?
|
Re: Babylon 5 Mod
I'll have a go at uploading them tonight (so add a minimum of 10 hours to this message time before I get a chance to try).
|
Re: Babylon 5 Mod
I have Hyperspace1, 2, 3 and 4.bmp files for 800x600 and 1024x768. Are these the files you are after. If so, email me and I'll send them by return.
|
Re: Babylon 5 Mod
Thanks!
|
Re: Babylon 5 Mod
|
Re: Babylon 5 Mod
I am also back off of vacation, and TS, I gave some thought while driving to your idea of having colonies be a bit simpler. I think the key ios to have every colony start with a colony hub, which would have a spaceport, some storage, and construction abilities, plus whatever bells and whistles you like. Evry colony would build that first, and then the "resource generating" modules. In my view, this would replace shipyards completely, at least for colonies. Level 3 CHs might even take on some of the attributes of the Military outPosts, with training capabilities.
The existing AI_Construction_facilities files would require only a minor tweak, which I could do (in fact, have done! http://forum.shrapnelgames.com/images/icons/icon7.gif ) Done right, this would allow players to just turn over their construction to the AI as the AI would be as efficient as the players. |
Re: Babylon 5 Mod
I have done a bit of tweaking of the Stellar Abilities file to incorporate all of the unique techs, and a thought came to me: remember how PF wanted to make some Shadow tech part of the EA tech tree, as the EA used some of it in the series? How about if Shadow-based tech were just a unique tech, since the EA got it by finding shadow vessals left behind from the Last war?
Also, does anybody actually have ideas in hand as to what the "Neurotech" unique tech should do? Should it create a single facility to enhance research on a planet, or create a new type of Educational compound, or what? |
Re: Babylon 5 Mod
Grumbler: Great that you've actually been busy on the mod on your vacation. Yes, simpeler colonies that is what I want. But is it better? If you give one building almost everything you need and make it pretty cheap (otherwise a colony takes ages to be build) it doesn't seem reasonable. And speaking of intergrating more abilities into one building. I was planning on giving the Nomads more of those buildings. Or shouldn't they be able to colonize?
Today I've ordered the remaining portion of my B5 Wars books. They should arrive in about 2 weeks. Isn't that rediculous. I got a gift from my GF from Poland within 2 days and I have to wait for books for about 2 weeks. I'm living near the center of the world (distribution center, harbor, airport, you know...) and still that awesome waitingtime! Ah well. The coming 3 weeks I'm busy with family, work, GF and resting. I deserved that. I won't be able to do much about the mod. Maybe some little things here and there. But if you guys have cool ideas, please post them or tell me. Till soon. Edit: Nice number, I'm feeling evil already! Muahahaha... [ July 27, 2003, 15:44: Message edited by: Timstone ] |
All times are GMT -4. The time now is 01:58 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.