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Re: Babylon 5 Mod
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I think the 'force fields' you think you saw in respect to Vorlon encounter suits were just telekinetic forces exerted by their occupants. [ June 21, 2002, 02:53: Message edited by: Baron Munchausen ] |
Re: Babylon 5 Mod
There was also a season 1 ep with that human super-telepath guy who was transforming. Made a huge force wall cutting off a large section of the station.
There was some comments before about using telepaths it disrupt the shadow CPUs. If we add TK shields, the TPs should be able to disrupt them. |
Re: Babylon 5 Mod
Val,
Got three friends play-testing B5mod and one of them asked, if you could used another color or outline the black with a lighter color that labels shadows alliance. It's hard to spotted the shadow's planets. Lighthorse |
Re: Babylon 5 Mod
SJ: There is a telepathic studies tech which leads to a combat psych tech which is basically an anti-living cpu tech. which means the Shadows shouldn't get it http://forum.shrapnelgames.com/images/icons/icon12.gif . However, EA, Minbari(?), maybe others should/could
Update: Anyway to get the AI to build, as initial priority, defense satellites? The Shadows are extremely vulnerable early on (dratted EA!) and need SOMETHING to hold off early extinction http://forum.shrapnelgames.com/images/icons/icon12.gif Also, how the heck to you get them to build population transports? Val: I agree with Lighthorse, the dark outline for the Shadows is darn hard to see on a planet .. [ June 22, 2002, 01:06: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hey Val,
Another idea for you. Combine the advanced traits B5 ancient, standard and nomadic in with all the different races traits. Just added B5 advanced traits in with each B5 races's traits. I don't know them all. Who should start with ancient or standard or nomadic? Or is this an opional for each player to pick? Lighthorse |
Re: Babylon 5 Mod
Ancient: Vorlons, Shadows.
Nomadic: Raiders Standard: All others. Then in addition the races get their individual race trait thingy.. Question on PD: In order to get this idiot AI to design in PD to I have to put a PD in primary weapons? ATM the PD is set in secondary weapon slots in designcreation. hehe, EA has tearing the Shadows up now that they have fighters and Shadow designs have to PD... This is gonna get intersting shortly...finally the Shadows get their own racial weapons tech...mwuahhhaa, let's see how the EA like being sliced and diced! http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 22, 2002, 14:25: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
SJ: That doesn't help the 1st 100 turns...only sats they built were homeworld. no fighters researched, no pd for wp (I scripted PD-only into the wp)...so they get hammered early on. though they DID survive...barely..
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Re: Babylon 5 Mod
They'd start halfway up that tree... as in having the tech on turn #1.
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Re: Babylon 5 Mod
hehe, ok.
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