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

Timstone March 31st, 2005 03:36 AM

Re: Babylon 5 Mod
 
Grumbler:
I'm sorry I haven't send you the spreadsheet yet. I'm currently in the last days before I have to hand in my final report. I'm sure you can understand I have better things to do right now. Sorry.
Next tuesday I have to hand in the final report, so after that I certainly have time to look at the spreadsheet again. I'll unlock it this time, hehe...

btw, I believe in the last version you were able to change a few things. Like the tonnage/damage conversion rate, but i could be wrong though.

Stay tooned! http://forum.shrapnelgames.com/images/smilies/cool.gif

Suicide Junkie March 31st, 2005 04:47 AM

Re: Babylon 5 Mod
 
Quote:

grumbler said:
SJ, how does the AI decide which ship in a fleet is the leader, do you know?

Nope, sorry.
It probably puts them in as they arrive where the fleet is being formed.

grumbler April 1st, 2005 10:44 PM

Re: Babylon 5 Mod
 
Tim,

I am in a holding pattern, awaiting any feedback. In a coupla weeks I will just publish the last AI and Comp files and leave it at that, if no one really cares enough to give feedback. Your excel files have been invaluable to date, and I would like to see the final versions, but like you last spring, I don't think it is worthwhile to spend lifespan polishing a project no one cares about. The mod plays well for me, anyway (barring fleets).

SJ: Thanks. Too bad, as I am pretty sure that someone used to talk about fleet composition modification. Right now, the neutrals concentrate ships at war points where major powers have shown up and AI major powers send multiple ships per turn through, one by one, to be slaughtered.

Timstone April 2nd, 2005 02:13 PM

Re: Babylon 5 Mod
 
Grumbler:
Thanks for your appreciation. http://forum.shrapnelgames.com/images/icons/icon14.gifhttp://forum.shrapnelgames.com/images/icons/icon14.gif

I'm now busy correcting the sheet. I hope I can finish it tonight. I'll see how far I can get. http://forum.shrapnelgames.com/images/smilies/smile.gif

Timstone April 2nd, 2005 04:00 PM

Re: Babylon 5 Mod
 
Okay Grumbler, I finished a UNLOCKED version of the sheet. The accuracy function isn't working yet. I have some cool ideas for that, but I though you would like to have a crack at it already. Expect the next version before the end of this... year. http://forum.shrapnelgames.com/image...es/biggrin.gif
BTW, of course I didn't bother to change the text on the first page, the basic thought behind the sheet works and that is enough for now.

Timstone April 3rd, 2005 11:45 AM

Re: Babylon 5 Mod
 
1 Attachment(s)
Okay, I admit I'm stupid. I forgot to attach the actual sheet itself. Doh!! http://forum.shrapnelgames.com/image...es/redface.gif
Here it is!

Ron_Lugge April 4th, 2005 12:11 PM

Re: Babylon 5 Mod
 
I'm interested in the mod...

Just not of much use http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone April 4th, 2005 03:00 PM

Re: Babylon 5 Mod
 
Well at least you're taking the effort to post here and tells about your interest. Great!
I hope you will like the upcomming B5 Mods (if they all see the light of day).

Onyx April 4th, 2005 08:08 PM

Re: Babylon 5 Mod
 
I'm always here. Thanks again to all those who are continuing the work.

zircher April 4th, 2005 10:25 PM

Re: Babylon 5 Mod
 
In the interested lurker category, any plans for the Hyach? I built an SE IV classic ship set for them many moons ago. Are you all basing your designs solely on observations from the series or the B5W rules?
--
TAZ


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