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Re: Babylon 5 Mod
Might want to be careful. Point generation is independant of planet value but I don't know if is effected by things like Robotoid factories..your -100 minerals per turn could turn into -160!
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Re: Ancient Ruins . Is there not a way to have a description that remains in the planet window that indicated that this planet has ruins on it.
This always used to vanish after your colony had landed. It would also be nice if these planets had a modification value to Research and Intel that remained, to indicate continued discovery. This would make the planets with Ancient Ruins valuable for conquest even after the initial settling. A motivator for War.. Hurrah! http://forum.shrapnelgames.com/images/icons/icon10.gif Can this not be done? http://forum.shrapnelgames.com/image...s/confused.gif [ May 23, 2004, 14:37: Message edited by: Nomor ] |
Re: Babylon 5 Mod
I must be the only one without a life.... http://forum.shrapnelgames.com/images/icons/tongue.gif
I seem to remember that it was possible to give an ability to weapons so that they targeted certain components such as engines and maybe weapons. I think it would be a great idea to assign some of the fighter weapons with this ability. They could be a separate branch of the existing weapons e.g. Uni Pulse Cannon: Description: Trained to only target engines Ability:- Targets engines only Then you could have certain fleets that only targeted engines. I'm a bit upset http://forum.shrapnelgames.com/images/icons/icon9.gif that my current fighter wing keep's murdering civilian colonist that try to pass through my system. I'd much rather capture them and put them to work as slaves on my colonies. http://forum.shrapnelgames.com/images/icons/icon12.gif However it would be nice if they would simply disable then until I can get round to sending a boarding vessel to intern them all. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif [ May 23, 2004, 20:46: Message edited by: Nomor ] |
Re: Babylon 5 Mod
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http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If a robotoid factory - like facility says it increases resource production by 30%, then: -200 minerals x 130% = -260 minerals. If you have a net loss of resources in the system, a robotoid will make the loss even worse. |
Re: Babylon 5 Mod
New PBW Game "Babylon5 - The Great War" is open and looking for players. This game uses the newly released mod for SE4 Gold that is available from my site: http://www.xmission.com/~rstulce/B5Web.htm
I'm also going to use the expanded "facility.txt" data file that Nomor made. I'm sorry it took so long to get this going... I've had an illness in the family that has taken priority. [ May 24, 2004, 03:32: Message edited by: Rambie ] |
Re: Babylon 5 Mod
Rambie: The link on the index page does not work !
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Re: Babylon 5 Mod
So it is not possible to have a facility that just consumes named resources per turn. Like a Mineral miner produces 250 minerals per turn the AMP would just take from Empire Reserves. -250
Mr Junkie: Is it not possible t upload to the imagemodserver ? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
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The "Updated Facilities.txt file" is not 10Mb but 123kb. Thanks Rambie http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 24, 2004, 18:39: Message edited by: Nomor ] |
Re: Babylon 5 Mod
I noticed that, too. I just thought i may tell it to Rambie so he can update the index page.
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