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

Suicide Junkie March 10th, 2002 07:15 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>There seems to be a problem with the Structural Support Components, they all appear right off the bat. Also, at the highest level they are 0 space and I can put dozens on the ship - is that the way it should be?<hr></blockquote>
Structural supports should only be available once you've achieved Armor Manufacturing level 1.

Armor Physics and Armor Manufacturing should both give various stat improvements.

The Structural Supports are intended to be zero size. You can put a thousand on your ship, and get 3K "extra" hitpoints, but the ship will be very expensive, and the supports are not very good armor (3hp).
It might be useful as a decoy, if you leave it in mothballs to save money.

Val March 10th, 2002 05:29 PM

Re: Babylon 5 Mod
 
Everyone:

A few more components added (does not include anything earlier - just a few new comp pics) -

NewB5Comps.zip


SJ:

Didn't notice the cost associated to it - my bad! Though it does seem to give you access to all (A-F) base level structural supports at basic level of play... Have you tried the new weapons against your armor yet?

Suicide Junkie March 10th, 2002 06:07 PM

Re: Babylon 5 Mod
 
All of the "Number of Tech Requirements := 1" should be ":= 3".

The files I originally wrote all have 3, but the one I linked to dosent http://forum.shrapnelgames.com/image...s/confused.gif

Either do a search-replace, or replace the whole block of code with this new code.


Fyron:
For the download mirrors table, you need the status cell to beOffline.gif needs to be local, so that when the site is down, it will show through the broken "status" image, and the cell will read "offline".
The column may have to be shrunk down to its natural size in order to avoid tiling the offline image.

Val March 10th, 2002 08:08 PM

Re: Babylon 5 Mod
 
Everyone:

Replaced some other pics that didn't look right (same pictures, better angles) and added fighter power cells.


TouchUps.zip

Val March 10th, 2002 09:02 PM

Re: Babylon 5 Mod
 
Added SJs update to the Components.txt file:

DataComponentUpdate.zip


Fixed the components pic to be up to date:

PicCompUpdate.zip

Talenn March 11th, 2002 06:40 PM

Re: Babylon 5 Mod
 
Without having to read through all 28 pages of this thread http://forum.shrapnelgames.com/images/icons/icon12.gif ....Are there any 'Gold legal' AIs out there for the standard (TDM style) tech set for the B5 races? I'd like to add them to my standard game for AI use if possible.

I know at one time there were standard AIs for the EA and the Narn but they are no longer 'packaged' with the race set.

Thanx,
Talenn

Val March 11th, 2002 09:33 PM

Re: Babylon 5 Mod
 
Everyone:

Ok, all the 1.49.21 updates are now posted on the site. I have requested more space so I can post a 1.49.20 to 1.49.21 update as well.

B5 Web Page

Talenn:

You can find the old standard AIs for all the race sets up on the website above under downloads - AIs.

These are all the old 1.49 compatable AIs. Working on collecting them all for Gold now as well. - Though I know Mephisto has made EA & Narn for TDM.

We are currently working on new AIs that will use the techs in the mod for both 1.49 & Gold, but they won't do you much good in an other mod.

[ 11 March 2002: Message edited by: Val ]</p>

Mephisto March 11th, 2002 09:37 PM

Re: Babylon 5 Mod
 
I have posted the Narn and the Earth Alliance in the download section. Enjoy!

Val March 11th, 2002 09:55 PM

Re: Babylon 5 Mod
 
(As posted by Mephisto)

Narn & EA shipsets.zip

Here are the Earth Alliance and the Narn as Talenn requested them. These files are complete and working but will not be strongly supported until the next TDM-ModPack will be published. You need the TDM-ModPack to be installed to have the races work out-of-the-box.

[ 11 March 2002: Message edited by: Val ]</p>

Val March 12th, 2002 01:30 AM

Re: Babylon 5 Mod
 
Did a little bit of work on the web page - thanks again IF for the nudge and the help http://forum.shrapnelgames.com/images/icons/icon7.gif .

Working on adding a page with all the races and info on them - right now it is just a list with a few (VERY few) notes.

Added actual NEWS to the news page - such as current WIP and an .emp file you can use with the mod to test the current techs (must start game with players having High Tech), even threw in some rough ship designs for fun. You can then go to the simulator and play out some fights if you want to try it out.

Let me know what y'all thnk about it and what else you want on the pages that would make it more useful to you http://forum.shrapnelgames.com/images/icons/icon7.gif

B5 Mod Homepage

Suicide Junkie March 12th, 2002 04:48 AM

Re: Babylon 5 Mod
 
I've added all the v21's to my mirror.

Cylapse March 12th, 2002 05:22 AM

Re: Babylon 5 Mod
 
Heh, the topic reached 420...

Talenn March 12th, 2002 09:34 AM

Re: Babylon 5 Mod
 
VERY cool guys. Thanx for the prompt pointers and repostings. Its good to see that the SE4 community is still just as active and helpful as when I left a while back.

Question: What do you mean when you say the 1.49.21 AI? Is that for old SE4 or is that your new nomenclature for SE:4 Gold?

Any ETA on 'Gold' AIs for the balance of the races (or at least the 'major' races?). I'm no longer proficient with modding, but I can probably do a quick 'thievery job' from some of the standard game AIs if needbe. http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanx again,
Talenn

Val March 12th, 2002 03:02 PM

Re: Babylon 5 Mod
 
Actually, right now the 1.49.21 AI is still SE IV patch 1.49 compatable, it won't actually use any of the special techs in our mod. Once AIs are made for the mod we'll add an M to the ending (1.49.22M) for modded AI. There is already a seperate column for Gold, so once we have the 6 major Gold AIs collected (have 2 right now) I will post up there.

If anyone knows the additional lines that were added off the top of their heads could you please post them and I will add them to the other AIs until someone decides to rework them further so they can at least be used in Gold. Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif


SJ:
Thanks!

Cynapse:
Maybe by 840 we'll have it done http://forum.shrapnelgames.com/images/icons/icon12.gif

[ 12 March 2002: Message edited by: Val ]</p>

Suicide Junkie March 12th, 2002 03:51 PM

Re: Babylon 5 Mod
 
The file Versions are 1.49.21, which is non-gold SE4.
I would expect the B5 gold Versions to start at 1.60.1 or so.

Rather than an 'M', an 'A' would probably be better to indicate AI changes.

Val March 12th, 2002 05:18 PM

Re: Babylon 5 Mod
 
Gotcha!

Val March 13th, 2002 08:26 PM

Re: Babylon 5 Mod
 
Ok, more good news:

Added updates to the web page to make updating easier.

Version 1.49.20 to 1.49.21 Update20to21.zip

Version 1.49.21 to 1.49.22 Update21to22Beta.zip

Also, Master Belisarius has kindly updated all the AI (other than the Narn & EA done by Mephisto) to work with Gold. These can also be downloaded at the site!!!!

Finally, you may have noticed the newest update has a BETA ending - I have added another couple hundred weapons (our total is over a thousand now, though that includes usually 10 levels of each weapon class) and some new fighter components. With all luck I will try to get the weapons completed by the end of next week. Then onto the aux components!!!

Suicide Junkie March 15th, 2002 03:51 AM

Re: Babylon 5 Mod
 
Two things:

1) AIs vs components.
Which components will it be hard for the AI to choose during ship design?
What 'useless' abilities do we have available to help give the AIs a clue?

2) Tech Areas.
I think we are a bit short on general research areas.
The pure research kind of area, one that can be applied to many fields.
IMO, we need more areas like Physics, industry, construction, engineering.
When those are researched, they can branch out into tech-specific areas, such as "Armor Engineering".
Considering that we are starting with fission engine technology in a B5 universe, many more scientific branches should be represented.

Some examples:
- Geology
- (Advanced) Agriculture
- Atomic Physics
(to get the first few advances in resource extraction)

Nuclear Physics
Particle Physics
Quantum Mechanics
Low/High temperature physics.
Meteorology (Req'd before researching conditions improvement/terraforming?)
Genetics

Val March 15th, 2002 07:00 AM

Re: Babylon 5 Mod
 
I actually noticed a few errors I need to fix - need to rework the "Ancient Tech" and I mispelled the word "Technology" in both Brakiri and Minbari Advanced Gravitic Weapons. These both cause trouble if you try to make a race and go through an research the techs - I'll fix them when I get home from vacation.

I like the idea of adding more general techs and will add those in - any other ideas?

Also - SJ - wanted to add miniaturization techs and Pirate/Nomad Techs to the mod for certain races. What do I need to 'clip' from P&N to make it work?

Val March 16th, 2002 08:02 PM

Re: Babylon 5 Mod
 
Update14922Gamma.zip

Ok, fixed the Ancient Techs and the Technology spelling errors. Also added the Molecular and Plasma weapons, Ancient Cockpits, reworked all the Ancient engines and reactors with an eye towards giving them seperate unique abilities at a future date. Also included some fixed components and new sounds.

Suicide Junkie March 16th, 2002 09:46 PM

Re: Babylon 5 Mod
 
Um, any miniaturized components are copy-and-divide jobs.
The budget/premium mounts need to be avoided, due to the armor system used here.

The Pirate/Nomad techs use the racial traits "Regular", "Pirate", and "Nomad" as well as the tech areas "Not A Pirate", "Is A Pirate", and "Is A Nomad"
"Not A Pirate" should be renamed "Is A Regular".

Any techs & components can then require one of those areas.


PS: Also, an update to the armor, Here. Hmm. If that dosen't work, try here.
All five files have changes throughout.

Armor Plan:
--------------
The armors already submitted are "Inert" armors, requiring Armor 1, plus various other techs to upgrade various characteristics. Forms a 5x6x3 matrix tech.

Armor 2 will provide for "Passive" armors, another 5x6x3 matrix tech.
Passive armor will be scattering/refractive/channeling/conductive/emissive armors.

Armor 3 will allow "Active" armor
- mobile armor, self-healing armor, (need some help with names!)

Ancient race techs will start at level 2 or 3.
Shadows work on super-powerful Passive, with minor active abilities, while Vorlon go for more active abilities and less Passive abilities.

The ancient gift armor can be moderate-Passive to low-active range tech, so they provide a major advantage at first, but other races that maintain research into armor can pass you in the long run.

- Research into physics 3 / gravity manipulation can provide some low power field-effect defenses. Actual power will be fairly low, to avoid stacking and invulnerability concerns.

[ 16 March 2002: Message edited by: Suicide Junkie ]</p>

Suicide Junkie March 17th, 2002 01:55 AM

Re: Babylon 5 Mod
 
Another update:
I've typed up the first two levels of passive armor (scattering and refractive).
They can be found Here .
I'm currently using the inert armor primary/alt images for the scattering, and the rainbow stuff for refractive.
The shadow armor will look good as emissive or conductive, but I'm still stuck for the other two.

Val, would you mind creating some more armor images?
- An armor with ridges or veins crossing the tiles for the energy-channeling armor. Scaling up the texture on the shadow armor until you can see the lines weaving across the surface might look good.
- Then, a shadowy armor perhaps with the middle tile stretched into a spike (glowing tip?) for the emissive. Or something.

I'd like to save the gold, blue and green for the active armors. The reddish one could fit in there too.

Suggestions are always welcome!

Val March 17th, 2002 03:23 AM

Re: Babylon 5 Mod
 
SJ:

Not a prob, I'll make some other armors next week http://forum.shrapnelgames.com/images/icons/icon12.gif

Also, needed your help with the AI using the reactors/Engines. I know you've said to add useless abilities and make the AI require them - could you make a sample to show me how this works? Just take the Fission Engines (Light and Medium) and show me a sample, please http://forum.shrapnelgames.com/images/icons/icon7.gif

Val March 17th, 2002 03:45 AM

Re: Babylon 5 Mod
 
What Tech Areas/Levels should be added for the passive armors?

Suicide Junkie March 17th, 2002 07:02 AM

Re: Babylon 5 Mod
 
The tech areas are included in the area I linked to. (Here)
ALL the files in there have been tweaked, including some of the older ones. The tech updates you need are all in there.


Here, the small engines are called for by using intel point generation, and the large engines by research point generation.

Remember that your supply of useless abilities is very limited, and only some can be used to "rank" various techs for the AI!

jimbob March 20th, 2002 05:18 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Tech Areas.
I think we are a bit short on general research areas.
The pure research kind of area, one that can be applied to many fields.
IMO, we need more areas like Physics, industry, construction, engineering.<hr></blockquote>

I've been thinking about this, and so here are some of my ideas on non-biological, non-combat techs

Quantum Mechanics Branch
- Technology: Quantum Computation
- Facility: Multiple-Realities Research Centre, increased research Ratings because all of your researchers in all realities are working on the problem for you!! Multiple levels and link into the Applied Research field. Don't worry, all the other yous in all the other universes will also benifit from your scientists' hard work.
- Facility: Quantum Defence Calculator, the computer calculates all possible outcomes of combat in all universes, resulting in increased defences for all of your ships in the quadrant or the system (level dependent?)
- Facility: Quantum Sociology Predictor, I can't remember the SciFi series clearly, but the Uberscientists made a computer that could predict the actions of all individuals for several milenia into the future, resulting in stability and happiness... well until the predicted uprisings and civilizational decay started up http://forum.shrapnelgames.com/images/icons/icon12.gif
I can only see this amount of processing power coming from a quantum based computer. Increased happiness? Population growth? Decreased bad intelligence probability? All of the above?

Low/High Temperature Physics
-Technology: High Temperature Superconductor
- Facility: Planetary Power Recycler-Capacitor, the power grid is constantly charged with no power losses due to superconductivity. As a result, unused power can be shunted around the world to where it is needed (eg. the daylight side where everyone is awake and working), or it can be stored until needed. The Recycler-Capacitors would increase the "radioactive production" by 20 - 30% by eliminating wastes & provide some degree of "radioactive storage" in the power grids.
- Component: Ship Power Recycler-Capacitor, reduced maintenance due to lowered energy waste. Move over nomads!
- Component: Super-Conductive Nacelles, a Version of each engine that would have a superconductive power network, resulting in significantly less waste/consumption of supplies. Perhaps only engines at level 3, 6, 9, etc (ie Last Version of the engine series) should recieve this upgrade. Obviously more expensive to build... but think of the milage, all the way to Alpha Centauri on a single tank of gas!

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Geology... Meteorology (Req'd before researching conditions improvement/terraforming?)<hr></blockquote>

Absolutely http://forum.shrapnelgames.com/images/icons/icon6.gif !! Planetary geology could be a requirement for lvl 3 mining (mines minerals from the deepest levels) and for lvl 3 radioactive processing. Astro-geology could be an offshoot needed for remote mining, or perhaps it would give more efficient remote mining components (which are currently useless for anyone except Pirates and Nomads IMHO). Good idea on meteorology... to bad there can't be separate requirements for ice, rock and gas planets!

See the next post for GMO's and advanced agriculture, genetics and other biotechnologies.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ 20 March 2002: Message edited by: jimbob ]</p>

Suicide Junkie March 20th, 2002 06:05 AM

Re: Babylon 5 Mod
 
I don't think the multiple realities thing is really nessesary. It doesn't seem very appropriate for the B5 universe either.

What you could do, is get quantum computers specially designed for each of those tasks. Quantum computers get the whole infinite monkeys on typewriters effect in a single universe.
The quantum computer works by doing all the calculations at the same time on the same bit of equipment, IIRC.

Suicide Junkie March 20th, 2002 03:38 PM

Re: Babylon 5 Mod
 
That's what the whole thread here is about!
You can probably get the most out of the shipsets and AIs at this point, but the components and vehicle sizes and stuff are pretty good for simulated combats.

Val's homepage has links to everything.

Andy Watkins March 21st, 2002 02:58 AM

Re: Babylon 5 Mod
 
Hello,

I am new to SEIV and don't really know what I am doing, but love B5. Is there a way of modding the game to use B5 races, space ships etc???

Andy
PS Please type your reply slowly, I don't read too fast :-)

jimbob March 21st, 2002 06:31 AM

Re: Babylon 5 Mod
 
Suicide:

Ahh.. the multiple universe thing, isn't that one of the philisophical explainations of what superpositional states actually are? Is it the Copenhagen interpretion that suggests that every possible outcome should and does actually occur, resulting in an infinite number of product universes? (I might have the wrong interpretation here)

If a quantum computer turns out to be plausible, it would philosophically (or weirder yet, perhaps actually) calculate via superpositional states... which are actually all the possible universes. http://forum.shrapnelgames.com/images/icons/shock.gif

Hey I'm not a physicist, but I'm pretty sure this is a standard, if not scary interpretation of quantum physics. http://forum.shrapnelgames.com/images/icons/icon7.gif

If this were so, then it wouldn't be the computer calculating something, it would be all possible universes worth of that particular computer calculating something. Now, I'm not sure if it makes for a good disaster predictor or combat predictor, but those quantum graphics cards will kick *ss! http://forum.shrapnelgames.com/images/icons/icon12.gif

Val March 21st, 2002 07:00 AM

Re: Babylon 5 Mod
 
Sorry all, just got back from vacation and spent the day playing catch-up http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm working on finishing the Last 3 weapon Groups (Electro-Magnetic, Gravitic and Planetary/Biotech) and a few assorted components (various solar panels, some miniaturized components for the Hyach, a few odds and ends). Once they are done I will start adding the other suggested techs and see where they can be applied to existing weapons and such (all suggestions welcomed and sought).

Rambie also sent me his latest adjustments to the Narn & EA shipsets - I'll post all changes in the next update so you don't have to redownload it all. I'll also incorporate SJs changes to the armor and the additon of the passive armors.

Master Belesarius is working on some basic AI that will work with our mod (and all it's crazy weapons and engines) and has had some success with getting the AI to build decent ships - other than some trouble with the engines (hence the earlier plea to SJ Last week).

Any questions or comments so far?

Suicide Junkie March 21st, 2002 07:08 AM

Re: Babylon 5 Mod
 
Well, quantum computers aren't in the infinite calculations per second range at all.

If you built an 8-qubit processor, you get 2^8 = 256 operations at the same time.
A 32-qubit processor on a 1Hz clock does the classical equivalent of 4.3 GHz. One catch is you don't get any of those results back until the whole second is over (1Hz clock), but the average over time is quite nice.

Val March 21st, 2002 07:10 AM

Re: Babylon 5 Mod
 
Andy:

Did you have any trouble getting the shipsets to work?

JB:

I'm with SJ, I don't really see the multiple-realities thing in B5 (though the idea is good) - though the kind of touched on it a bit with the B4 thing, though it seemed more that the other reality never would be since they were successful. I do think the Astro-Geology is a good idea for better Robo-Miners - something to make them more efficient than they are in the standard SE IV http://forum.shrapnelgames.com/images/icons/icon7.gif

Val March 21st, 2002 07:20 AM

Re: Babylon 5 Mod
 
SJ:

You have some serious time on your hands, don't you http://forum.shrapnelgames.com/images/icons/icon7.gif

Val March 21st, 2002 07:57 PM

Re: Babylon 5 Mod
 
SJ:

Good to see you're keeping everything in perspective http://forum.shrapnelgames.com/images/icons/icon12.gif

Derb:

Everything is posted in a 'buffet style' so you can just pick and choose what you want - so it can be intergrated with any other mod with minimal work (we hope). Right now, if you download the Neutral Races and the Races you will get Shipsets that are good for any mod (old or Gold). The AIs that are currently posted are also designed to work with any standard mod - they don't yet take advantage of the new weapons or anything, but you will also want to download the designnames and Empire files. You can also use parts of the datafile to add to other mods (such as ttacking on the system names to the end of another file, or the titles). With minimal work you can also add the Events. All of the components can be found in SJs Image mod, so if you already have that, you won't even need to download that one. Hope this helped http://forum.shrapnelgames.com/images/icons/icon7.gif

Klebdog March 21st, 2002 11:03 PM

Re: Babylon 5 Mod
 
Val, I finished most of the files that I was telling you about before. I had a little free time and I changed some other small stuff that I will test tonight and if it works I wil send you the files, or if you think it is worth it I will post it for general consumption.

derb March 22nd, 2002 02:20 AM

Re: Babylon 5 Mod
 
Can B5 be played with conventional weapons and AI (just keeping pics and attitudes) or is it tuned so you have to use the whole mod (which I presume changes weapons etc)?

Suicide Junkie March 22nd, 2002 02:29 AM

Re: Babylon 5 Mod
 
An update, all the passive armors are here, with prices, sizes and everything.

All five Passive Armor techs have been updated!

Suicide Junkie March 22nd, 2002 02:52 AM

Re: Babylon 5 Mod
 
Actually, I'm very busy. Been playing some SE4 for the first time in a while, but between turns I post.

Master Belisarius March 22nd, 2002 04:19 AM

Re: Babylon 5 Mod
 
Suicide Junkie:

I don't know if you have detected this problem or not, but I'm having problems with the AI and the engines: the AI doesn't like to design ships!!

Does exist 2 parameters for the engines of a ship: Minimum Speed and Desired Speed, right?

Although I wass using very low values, the AI was unable to design a valid ship.
The only way that I got some result, was with the Zero value for Minimum Speed: the AI have designed a ship, but without engines (not very
usefull!).

I have checked all the races in the game, and nobody have designed a ship!
Then, I have researched for the race that was testing, until Propulsion 4 and Fision Utilization 2, and still was unable to design a ship.
Ideas?

Suicide Junkie March 22nd, 2002 05:04 AM

Re: Babylon 5 Mod
 
MB: Private Message, so as not to flood the thread with code samples and overly technical discussion.

Val March 22nd, 2002 08:27 PM

Re: Babylon 5 Mod
 
Klebdog:

Posting for all to see is a good way to get everyone's opinions so I'd say make a general post if you're comfortable with that http://forum.shrapnelgames.com/images/icons/icon7.gif

SJ & MB:

I know you're posting all that AI stuff in a private message, but would you two be opposed to starting a new thread in the forum so those that are interested can read (and learn) along? Also, we might be surprised at some suggestions other AI modders might have come up with to make life easier.

Suicide Junkie March 22nd, 2002 09:28 PM

Re: Babylon 5 Mod
 
Actually, there's nothing to see yet, since MB apparently has not read the post below yet.
Public threads do tend to sink fast around here, so perhaps just a summary in here would be better.

Val March 22nd, 2002 11:41 PM

Re: Babylon 5 Mod
 
A post here would be just as fine http://forum.shrapnelgames.com/images/icons/icon7.gif I sent MB an email to let him know!

I downloaded all the armor updates and will add them into the data file this weekend and post Monday http://forum.shrapnelgames.com/images/icons/icon7.gif

Val March 23rd, 2002 08:29 AM

Re: Babylon 5 Mod
 
I thought I saw some way to turn off the infinite supply for bases - was I halucinating?

Suicide Junkie March 23rd, 2002 06:08 PM

Re: Babylon 5 Mod
 
Yes, there is:
- Take all the base hulls, and change the vehicle type from "Base" to "Ship"
- Remove all emergency propulsion components, unless you are willing to allow bases to move.
- Change allowed vehicle types for components from base to ship.

Klebdog March 23rd, 2002 08:17 PM

Re: Babylon 5 Mod
 
Val,
I tried to post my changes on the site but I couldn't for some reason. If anyone wants to check out the files let me know and I will send it to you ASAP. All the files that I changed in the "Data File" are just based on ideas that I wanted to try out. Any feed back from the general public would be most helpful.

Thanks,
Klebdog

Val March 24th, 2002 05:55 AM

Re: Babylon 5 Mod
 
KD:

To upload files use this link - Upload File - then upload the files. Then copy the text that comes back. Then open up a "New Topic", tell people what your ideas are for the mod you are working on and paste the link to your file there. From what you've E*Mailed me so far, your stuff looks good and I think you can get some great feedback from the people on this forum http://forum.shrapnelgames.com/images/icons/icon7.gif

SJ:

I haven't been able to get to the link to the armors you posted, could you possibly zip them all together and E*Mail them to b5mod@yahoo.com? Thanks much!

Suicide Junkie March 24th, 2002 05:19 PM

Re: Babylon 5 Mod
 
Val: I sent the files (6KB zipped) Last night so you should have them now.

Does anybody have some suggestions for Active armor names? I'm hoping for about 5 levels, but I can't think of anything.
If all else fails, I may just go with copying the inert armor and making it self-heal (plus some tweaks to price/image/strength).

Suicide Junkie March 24th, 2002 10:38 PM

Re: Babylon 5 Mod
 
Found a data file bug:
Where 300 != 1250 in the cargo storage ability.


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