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Re: Babylon 5 Mod
I've got them posted now.
Zip of 50 Megs, and an self-extracting RAR of 35 Megs. ---- PS: As for imagemod compatibility, you only had the Last 7 facility pics ... which were not actually used in the mod. Let me know what credits they need, and I'll add them in the next Version [ May 12, 2004, 19:46: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
A status update on Version 2.0 (such as it is).
Facilities, Vehicles, pretty much all of the componets bar weapons, and the Ai files seem to be good. I have a game running as the Minbari and after 220 turns am still in 7th place out of 18 races (computer players have medium bonuses). That's about what I would hope, given that I'm not trying all that hard to win, and the AI cannot shift around populations. However, the computer AI for all the players except the LNAW seem to be building 80% of their attack ships as scouts. There are a few exceorts, destroyers, and light cruisers, but all of the battleship and larger sizes are "specialized" ships like troop transports, ship-based shipyards, and the like. There is nothing in the AI files that is obviously driving them in this direction, and they are designing all of the attack ship classes they should be, but they are not building them. Is there something really obvious that I am missing (like having the planet per ship setting too low)? I had a thought on satellites: maybe we need to deny satellites the ability to "armor up" in order to restore them to balance. They will still wax a lot of ships, but will be eggs armed with sledgehammers - kinda what we saw in Endgame. Any thoughts on this approach? Also, does anyone else think armor is a bit too weakwhen placed on ships? It doesn't seem to make that much difference in the simulator runs I conduct - either it is too leaky or else it just doesn't absorb enough damage. I dunno enough about how it works to make any final judgements, though. |
Re: Babylon 5 Mod
Re: Sats
It might be nice to change sats into tiny, maintenance free bases. They'll spread around the planet/sector for better coverage, plus the dispersed fire should make them less overpowering than 80 guns in one square. As for armor... How much are you adding? Try comparing ships with 10%, 20%, 35% and 50% armor by mass. In fleets, too. |
Re: Babylon 5 Mod
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If we give nomadic races alone the capability for onboard repair, then you will have the effect you want, with crippled non-nomad ships (no supplies) being relatively easy meat for the raiders. As races acquire the self-repairing "unique ship" capabilities, this advantage will diminish. Does that sound about right from a player perspective? |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Hmm... Are you using ancient weapons, or normal race guns?
Also, Light or Heavy armor? Heavy armor would be better for small skirmishes between normal races, but when fleets & firepower get big enough to kill ships in one or two rounds, Light works better. ----- Hmm, perhaps the inert armors should be researched in the reverse order... heavy then light as tech increases (and more colonies mean increasing fleet size) [ May 13, 2004, 01:48: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Oh pooh....... http://forum.shrapnelgames.com/image...s/confused.gif .... http://forum.shrapnelgames.com/images/icons/icon8.gif
[ May 13, 2004, 18:58: Message edited by: Nomor ] |
Re: Babylon 5 Mod
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If Val had still been active they might have appeared as Race specific Facilities. As soon as I've cobbled together the others I was going to submit them to the SEIV imagemod as many are suitable for the current Gold 2 mod. http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif OK I have a RAR file to unload,1.46Mb, how do I do it? http://forum.shrapnelgames.com/images/icons/blush.gif ... http://forum.shrapnelgames.com/image...s/confused.gif I'm being dumped out, message saying make sure you are authorised to blah.. blah [ May 14, 2004, 22:59: Message edited by: Nomor ] |
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