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

Timstone September 4th, 2003 07:47 AM

Re: Babylon 5 Mod
 
Quote by Grumbler:

I haven't ever enjoyed a solo game of B5 as much as I have these two based on your ideas.

Yeah! Great stuff man! Now that's the comment I love to hear. It's very, very good to hear from you again. I'm busy with amother job right now (when does it ever stop), so I can't actively join you with the making of the mod. But I haven't been idle, I have made some progress with our beloved mod.

Quote by Grumbler:

I also have QNP fighter stats if you are interested...

I am interseted, but please don't send them right now. The computer I have with me is a mess. When it's sorted out, I will contact you here.

PLease Grumbler, keep up the good work. Thank you very, very much for keeping alive my enthusiasm.

Fyron September 4th, 2003 10:25 PM

Re: Babylon 5 Mod
 
We could use a couple of replacements for open empires in the PBW game "Babylon 5 Game".

grumbler September 4th, 2003 11:54 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
We could use a couple of replacements for open empires in the PBW game "Babylon 5 Game".
<font size="2" face="Verdana, Helvetica, sans-serif">Alas, I no longer have my preGold game. Next time, if you go Gold, I will be in.

Timstone September 5th, 2003 04:48 PM

Re: Babylon 5 Mod
 
Quote by Grumbler:

Next time, if you go Gold, I will be in.

Sorry, I'll just work a bit less to get the next Version ready. http://forum.shrapnelgames.com/images/icons/icon10.gif

grumbler September 6th, 2003 01:28 AM

Re: Babylon 5 Mod
 
Quote:

Sorry, I'll just work a bit less to get the next Version ready. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Hey! I heard that! http://forum.shrapnelgames.com/images/icons/tongue.gif

grumbler September 6th, 2003 01:38 AM

Re: Babylon 5 Mod
 
A question for y'all:

I have the B5 season 3 DVD, and of course have watched the "severed dreams" ep several times.

One thing that struck me was that when the Alexander wanted to use it's particle weapons, it was from long range (and they were intercepted), but when it wanted to use its laser weapons the CO ordered the Xo to close the range to "right down their throat."

Are we going to folow the series or the B5Wars games in this mod?

Suicide Junkie September 6th, 2003 05:30 AM

Re: Babylon 5 Mod
 
My guess:
After the first volley failed, he'd want to make sure the next one succeeded.
Getting closer means more accuracy, and the potential to target a critical system instead of just hoping for anywhere on the ship.

Suicide Junkie September 6th, 2003 03:17 PM

Re: Babylon 5 Mod
 
Secondary images are in case the primary isn't there.
For the stock files, races pretty much ALWAYS have the basics. The only shipsets that don't are probably the Rock/Paper/Scissors sets I made. http://forum.shrapnelgames.com/images/icons/icon7.gif

It becomes useful when you look at the neostandard, or any mod with expanded hull sizes.
You can say:
Primary := troop infantry (a new, or neostandard image)
Secondary := troop small (a stock image, guaranteed to be there)

That way, you can mix shipsets that have and don't have the extra images in the same game.

Quote:

Does anyone know where you mod the starting facilities?
<font size="2" face="Verdana, Helvetica, sans-serif">Homeworlds get:
1 - Facility with Spaceport ability
1 - Facility with Resupply Depot ability
50% - Mineral Extractor
1 - Organics Extractor
1 - Radioactives extractor
Leftover Space - Research Centers

The game will use whatever facility gives the most points, and is available on turn #1.
For Spaceport/Resupply, it will either take the first or Last facility with that ability in the file, IIRC.

Loser September 6th, 2003 03:54 PM

Re: Babylon 5 Mod
 
Correct me if I'm wrong, Junkie, but if you have the Natural Merchant trait your Homeworld will not start with a Spaceport, and if the game starts with Max Tech you will not have any Research Centers, it will fill the rest of the sapce with Mineral producing Facilities.

XenoTheMorph September 6th, 2003 04:24 PM

Re: Babylon 5 Mod
 
Quote:

Correct me if I'm wrong, Junkie, but if you have the Natural Merchant trait your Homeworld will not start with a Spaceport, and if the game starts with Max Tech you will not have any Research Centers, it will fill the rest of the sapce with Mineral producing Facilities.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm, that would explain why The EarthAlliance does not have the Homeworld Hub.
They have 'Natural Merchant', possible this is a disadvantage to have in the B5 universe since they loose out on lots of advantages that come with the Hub?
And all for 1 extra research facility http://forum.shrapnelgames.com/images/icons/icon9.gif

Oh Well...


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