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Re: Babylon 5 Mod
Could I suggest that the Babylon 5 Mod Version 2.0 be moved to its own discussion thread so that ideas can be posted and discussed in a more constructive way. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
Quote:
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Satellite, Ship\Base\Sat, Ship\Base\Sat\WeapPlat\Drone, All Quote:
As you can see from this thread, there is no consensus on whether or not atellites are too powerful per se, and my tendency is to make the fewest changes possible to all the thought and work that has gone into the mod so far. The simplest thing to do is just balance the weapons, rather than change the settings or the AI or the nature of satellites. |
Re: Babylon 5 Mod
Tim,
Big email on components. Time to start battling this dragon! http://forum.shrapnelgames.com/images/icons/icon10.gif It took me a little longer than I had expected to make the fighter supply issue work out, but once I realized that the solution was to make their weapons use no supplies, it all fell in to place. |
Re: Babylon 5 Mod
Everyone: With regards to the satelite issue:
from the play test it seemed to me to be a problem. The paucity of weapons that could hit satelites (for the minor races) was a real head-ache for me. Actually, it seemed beyond reasonable but perhaps I was more sensitive to the problem at the time http://forum.shrapnelgames.com/images/icons/icon10.gif That said, the satelites always had more range than my "satelite targeting" weapons did, and at the highest tech levels had much much more range than I did (I think they had 5 or 6 more range than I did, which meant I lost half my fleet before I even got my first volley in). As Grumbler calculated: Quote:
Really loving the mod guys, keep up the work! Alneyan: good point regarding the crippling effect of making the CQuarters boarding parties! -Jim [ April 26, 2004, 02:45: Message edited by: jimbob ] |
Re: Babylon 5 Mod
Grumbler: you said something along the lines of "I was so pround when I figured out a way to make non-useful techs "invisible" to a race, but aghast when i found that it made them unavailable to every race. It is hard to make tech work corectly."
What exactly did you mean by "invisible?" I think I have some ideas on this problem. cheers Jim |
Re: Babylon 5 Mod
I need two things. I need someone to make the AI for the Alliance including the general file, and I need Race Portrait images for the set.
Any one wishing to take this on please email me at atrocities@astmod.com The ship set is complete. |
Re: Babylon 5 Mod
Grumbler:
I've received your e-mail. I'll read it tomorrow at work (naughty isn't it?). Thanks! AT: Great set, thanks for letting the B5 Mod using it. I'm no good with AI files. Never messed around with them. |
Re: Babylon 5 Mod
Regarding satellites:
Long range is nessesary, since the sats themselves can't move. Instead, reduce the damage/kt/turn of sat weapons. Perhaps by that 3x factor you mentioned. |
Re: Babylon 5 Mod
http://forum.shrapnelgames.com/image...s/confused.gif
Game play question: If I remember correctly if a planet rebelled against it's original homeworld you got a generic bmp of what looked like an angry group of Mohawk Simpson's. Is it possible to have race specific pictures for rebelled planets. For humans we could use President Clark or Bester etc For Minbari we could use the general Shakiri who tried to replace Delenn For the Centauri we could use one of Vir Cotto or Lord Refa ... There are bmp pictures for most of the main races that could be used to represent rebelled/independent races, without resorting to the SEIV standard. Can it be done? Do we want to? http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
Oops, The Alliance
Not yet ready for download. This race can be used for B5 mod exclusively, but it is also my Atrocitonian race. (Name Pending until I come up with something better.) [ April 26, 2004, 12:05: Message edited by: Atrocities ] |
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