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

Val May 6th, 2002 05:45 PM

Re: Babylon 5 Mod
 
Gil:

Psi Corp will appear for the EA as a facility (or two), some special ship components and possibly the Black Omega Squadron.

The Epsilon 5 style techs will be available as 'Runins Techs', in fact, once the mod is done that will be the only way to get a planetary gun (Weapon platforms will be vanishing as they was no real evidence/mention of planet based defenses).

I was going to do the reduced happiness because of the uneasiness humans have towards psykers.

If you are up for some art work, I am trying to find screen shot examples of the computer screens to work on the interface. Also, if you would like to do a shipset, there are many races that could use more ships (Drazi, Brakiri, Vree)


Pathfinder:

The Hubs are inspired from the 'realism' in the proportions mod and accented by SJs pop production curve. One way to speed their production is to ship in more colonists. The costs are actually based on the original SE IV facility costs, but you pay for everything in it (I broke down how many minerals per point) and then added organic and mineral costs. They are meant to slow down expansion. I am adding ship components next that will allow more diverse fleets, things that will effect maint costs.

More spelling errors! You should have been around during the fission/fusion mess!

Hmm, you're right about the races designing too often. I will test more and I think I may up the starting resources a bit to help the AI out.

Any ideas from anyone on how to slow designs down?

Captain Kwok May 6th, 2002 05:55 PM

Re: Babylon 5 Mod
 
I not a big fan of the Babylon 5 series, but I downloaded the Bab 5 Mod and took a look around. I must say that I am very impressed by the amount of work that has gone into the files and graphics. Well done.

After this, any chance of working on a Star Trek Mod? I think such a product could use your dedication.

ts22 May 6th, 2002 07:16 PM

Re: Babylon 5 Mod
 
I also recently checked out this mod and was amazed at the level of detail. I kind of wish I knew more about B5, it's too bad they don't have reruns on tv. The show must have been great to attract such a devout following. Besides, after watching the show, I might have an idea about what the races are supposed to be all about!
As for the Trek mod, I posted to the SciFi Crossover topic to find out what the status was but no one replied. I assume the Trek part of the SciFi Crossover mod never got completed. Anyway, although I have no graphic/drawing abilites, I would be willing to help on AI, descriptions, etc. if someone was to get a Trek mod started.
Regardless, great work on this mod!

wr8th May 6th, 2002 07:20 PM

Re: Babylon 5 Mod
 
The reruns are on Sci-Fi

ts22 May 6th, 2002 07:57 PM

Re: Babylon 5 Mod
 
Ok, what I meant to say was that I don't have the Sci-Fi channel. http://forum.shrapnelgames.com/images/icons/icon9.gif

wr8th May 6th, 2002 08:13 PM

Re: Babylon 5 Mod
 
Wow, someone whose cable sucks worse than mine (assuming you have cable). I didn't think it possible http://forum.shrapnelgames.com/images/icons/icon12.gif

Truly, if not for Sci-Fi, TNN and THC (the History Channel, not the plant product) I'd probably kill my TV.

Val May 6th, 2002 09:37 PM

Re: Babylon 5 Mod
 
Capt. Kwok:

Love the Geezoid pic in your sig, looks cool!

Glad you liked what you saw, we're hoping to make something that is SE based, yet give it a more 'unique' feel.

I know there were some people working on a Star Trek Mod as part of a Sci-Fi crossover between SW, ST & B5, but I haven't heard much in a while. I can't speak for anyone else working on this, but I know I'd be more than happy to help with a Trek Mod once we get this more or less done.

TS22:

Thanks for the compliment as well, a lot of people have worked hard to get this mod going, with any luck it will be a good simulation of the B5 universe. You may want to post in the Sci-Fi x-over mod thread again, or maybe start a new thread and try to attract some people to assist in a Trek Mod.

If you are interested in the various races, I am trying to type in a little bit on each race at the website (check my signature).

Hope you get a chance to watch more of the show, the detail and storyline was very well done http://forum.shrapnelgames.com/images/icons/icon7.gif

Wr8th:

Good taste in channels, though I think I'd add on TLC & Discover http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 6th, 2002 11:25 PM

Re: Babylon 5 Mod
 
Val: ran into another RCE late Last night. I'll check it out as soon as I can and either isolate it or email you the save game. Shame too, again just as the game was getting interesting (mid-game?) I think it may have to do with the design minister and refit (was the Last time) but not sure...

pathfinder May 7th, 2002 01:14 AM

Re: Babylon 5 Mod
 
RCE over come, at least temporaryly by turning off the design minister in the LNAW. One thing I notice, both the ShagToth and LNAW are building carriers like crazy BUT no fighters being put into them...

I know the ShagToth have fighters but simply aren't filling the carriers....not sure about the LNAW, didn't look that close...

Captain Kwok May 7th, 2002 05:56 AM

Re: Babylon 5 Mod
 
Val:

Thanks. I'm hoping to finish off my Geezoid Fleet sometime this month. Hopefully I will actually finish this one as I have enough stray ships already on my computer.

I look forward to the end product of the Bab 5 mod...what's the ETA on the first fully functional Version?

Also, what program(s) have you used to create the new component pictures and such?

[ 07 May 2002: Message edited by: Captain Kwok ]</p>


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