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Re: B5 MOD General
The movement and destruction parts of a black hole system are seperate abilities, so you could do the first part. However, I know of no auto-warp ability.
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Re: B5 MOD General
Sounds very cool, but I think it can't be done with SE IV. http://forum.shrapnelgames.com/images/smilies/fear.gif
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Re: B5 MOD General
Too bad, it sounds cool.
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Re: B5 MOD General
The problem with black hole-type effects in this mod is that colony ships are usually too slow to escape them, with the AI will continue to send colony ships into the black hole until its entire population has been sent down the drain. A black hole that the AI could escape from (i.e. one with a pull of one) seems too trivial to bother with.
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Re: B5 MOD General
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If you go over the higher number I listed you basically have a ship that is all engine. Which I suppose makes my limiting things a bit meaningless. http://forum.shrapnelgames.com/images/smilies/fear.gif Quote:
If however the ship does not use all it's movement points in a turn then it will have more supplies when it starts it's next turn. This will still allow a ship to travel right around the map, only it would need to rest whenever it was over stressing the supply management. However looking at the reactors again one is more or less restricted by available ship space to throw reactor limitation out. However this might be an opportunity to make the efficiency of the reactor size more telling. (Of course this only really applies in systems with one star.) Quote:
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Re: B5 MOD General
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Some ships, like scouts, will probably be unarmed and unarmored, and so have more speed, but by and large the tradeoffs between speed and everything else are pretty linear. With a few classes, minimum requirements for, say, cargo or fighter launch facilities limit engie choices more severely, but this was intentional, as the human player can exploit the speed versus capacity tradeoff more than the AI (and a ship with twice the speed but half the capacity is generally much better for the human than one with normal speed and capacity, at least for hauling cargo and pop). Extra speed is of very limited utility to ships that will e in fleets, of course, unless you give every ship the additional speed. Still, there is always room for tweaking. Any thoughts in this area are worth looking at. In particular, I am wondering if the early-game advantage of propulsion expertise (which increase your colony ships by a full 50% in speed) is not unbalancing. |
Re: B5 MOD General
I have just D/Led this mod and have found that some tech is not there, is this for a reason or have I just not researched enough to see it? also seams like a long time to build anything.
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Re: B5 MOD General
Exactly what most ppl are bragging about...
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Re: B5 MOD General
Ragnarok-X, that is nowhere near the truth...
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Re: B5 MOD General
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The ancients are not active, and you should not use any of the ancient races. However, anything other than that should be available and i would appriate feedback on techs that seem not to work. |
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