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

Mordred June 6th, 2004 08:05 PM

Re: Babylon 5 Mod
 
i build a "mobile space yard" and constructed the wormhole generator direct in space.
It was outside the range of any planet, it got a 20 000 resuply generator and nevertheless it was unable to open a wormhole.
I got the "Create wormhole" dialogue, the action was added into the queue but the wormhole never was established ;-(

grumbler June 6th, 2004 11:16 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Mordred:
i build a "mobile space yard" and constructed the wormhole generator direct in space.
It was outside the range of any planet, it got a 20 000 resuply generator and nevertheless it was unable to open a wormhole.
I got the "Create wormhole" dialogue, the action was added into the queue but the wormhole never was established ;-(

<font size="2" face="sans-serif, arial, verdana">You have to have an unexpended MP for the ability to be used. I had the exact same problem on about page 150! http://forum.shrapnelgames.com/images/icons/icon10.gif

Mordred June 7th, 2004 05:38 PM

Re: Babylon 5 Mod
 
next question and please forgive me
but, what does "unexpended MP" mean? in special, i dunno the shrotcut of "MP"

Fyron June 7th, 2004 06:07 PM

Re: Babylon 5 Mod
 
Movement Point. Stellar manipulation requires that you have a movement point to expend during the procedure. Thus, it does not work, at all, on bases. They can not have any (non-combat) movement.

The One June 7th, 2004 06:13 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Ragnarok-X:
there are components which give a specific bonus movement ability. To work, you have to have at least one "regular" engine, or else the "bonus" wont be applied. Try adding one conventional engine and it SHOULD work http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">there is not enough space to put a engine first then the Agile sail, so now what to do?

Raging Deadstar June 7th, 2004 06:36 PM

Re: Babylon 5 Mod
 
Mod the hull to have a built in movement point, like the stellar manipulation barge in devnull. Moves 1 sector per turn. That should be good enough http://forum.shrapnelgames.com/images/icons/icon7.gif

Mordred June 7th, 2004 09:02 PM

Re: Babylon 5 Mod
 
but that means that the "Jumpgate" ship design i found in this mod is.....worthless at the moment?
I mean, i can only use it if i edit the file to add a movement point, but not before?

*mhm*
Sorry for my english.....hihi but i lack the experience and vocables....

Raging Deadstar June 7th, 2004 10:49 PM

Re: Babylon 5 Mod
 
Actually it was just a suggestion for the modmakers, but try it if you want http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 07, 2004, 21:51: Message edited by: Raging Deadstar ]

Goatfoam June 8th, 2004 04:57 AM

Re: Babylon 5 Mod
 
Hey guys, I tried to read this entire thread from the start and fell short around page 200.

Anyway. So far, great job on this. I recently got into modding myself, and am a huge fan of Babylon 5, so if you need any help let me know. Probably the biggest thing that's been problematic during play is the lack of ability descriptions, especially on facilities. So I don't mind going through the file and putting those descriptions in if you can't think of anything else that needs doing?

Let me know.

Rambie June 8th, 2004 05:35 AM

Re: Babylon 5 Mod
 
The B5 MOD made the front page at http://www.firstones.com/

Way-to-go dudes.


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