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Re: Babylon 5 Mod
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Its happened before on other forums, long time hard core members just stop posting and eventually it was discovered that they are no longer alive. http://forum.shrapnelgames.com/images/icons/icon9.gif One can't help but wonder if Val is still around or not. |
Re: Babylon 5 Mod
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[ March 20, 2004, 04:52: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
I noticed that in the Version of the mod I have the AI would stop adding engines to its AI design creation at a certain point. I think I found the problem. It was the Jump Gate components. When I deleted them the AI started adding engines. I think that the Jump Gate component’s 50 “Standard Ship Movement” point ability is causing the AI problem. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
As said in the other thread... http://forum.shrapnelgames.com/images/icons/icon12.gif AI tags will get around the jump gate issue nicely.
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Re: Babylon 5 Mod
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The point of having three families is that you can boost your ECM/CS just a bit more by devoting a bunch of extra space to it. Some ships might just go with the basic component, since they need the hull space for other things... If you want the very pinnacle of ECM or CS power, though, you have to pay for it with extra space on your ship. |
Re: Babylon 5 Mod
I concur. Please leave the CS/ECM alone, other than to make them all 10 kT...
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Re: Babylon 5 Mod
Here is my proposal for the ECM/CS Components:
http://www.shrapnelgames.com/cgi-bin...&f=23&t=011274 |
Re: Babylon 5 Mod
That completely destroys the current system.
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Re: Babylon 5 Mod
Anyone know why shipboard telepath has sensor level as an ability?
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Re: Babylon 5 Mod
So that it can detect cloaked shadow vessels. Not that there is a shadow cloaking device... :-\
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