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

Baron Munchausen June 21st, 2002 03:51 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
Hmmm... I do recall a forcefield on the encounter suits, when the humans were trying to blow someone to bits once...

Is there a good episode with ship to ship combat involving vorlons?

Now, could this be a 50% damage from any weapon thing? Any shield component is going to make for a mighty balance issue.

<font size="2" face="Verdana, Helvetica, sans-serif">Oh yes, there was a very good episode for ship-to-ship combat with Vorlons. Interludes and Examinations where Sheridan finally brow-beats Kosh into getting the Vorlons to help in the Shadow war. It results in Kosh's own death, of course, when the Shadows take revenge on him. But the combat scenes where the Vorlons spring out of hyperspace and pummel the Shadows are fantastic. I didn't see any evidence of what we would call shields in those scenes. The Vorlons definitely understand the concept of organic armored rammers, though. http://forum.shrapnelgames.com/images/icons/icon7.gif

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 ]

Suicide Junkie June 21st, 2002 04:05 AM

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.

Lighthorse June 21st, 2002 04:31 AM

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

pathfinder June 21st, 2002 04:36 AM

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 ]

Lighthorse June 22nd, 2002 04:14 AM

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

pathfinder June 22nd, 2002 05:14 AM

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 ]

Suicide Junkie June 22nd, 2002 07:59 PM

Re: Babylon 5 Mod
 
Quote:

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
<font size="2" face="Verdana, Helvetica, sans-serif">They should be quite dangerous when they start halfway up the passive armor branch of the tech tree.

pathfinder June 22nd, 2002 08:51 PM

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..

Suicide Junkie June 22nd, 2002 10:38 PM

Re: Babylon 5 Mod
 
They'd start halfway up that tree... as in having the tech on turn #1.

pathfinder June 22nd, 2002 11:16 PM

Re: Babylon 5 Mod
 
hehe, ok.


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