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Showing results 326 to 350 of 500
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Posts Made By:
Val
Forum:
Space Empires: IV & V
May 23rd, 2002, 07:13 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Drakh ships are also on the table now (I have some samples). I'm working on adding some new Drakh weapons as well:)
I want to try to integrate some of SJ's p&n components and abilities for the...
Forum:
Space Empires: IV & V
May 23rd, 2002, 06:39 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Ok, I should be posting Version .28 tomorrow. It will have Planetary and Assault/Security components, fighter engine pics (thanks Simon) and some descriptions for the ShagToth, Hyach and Markab. ...
Forum:
Space Empires: IV & V
May 23rd, 2002, 04:32 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Anyone sending stuff to the B5Mod yahoo e*mail address, I've been having some trouble with it in the past couple of days, it logs me in but doesn't show me anything (even though I know there is stuff...
Forum:
Space Empires: IV & V
May 22nd, 2002, 05:16 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Blessed diversity in choices is causing the AI to seize I would guess;)
I'm going to sit down and try to get some of this hammered out! I have finished Ship boarding/security (breaching Pods and...
Forum:
Space Empires: IV & V
May 21st, 2002, 10:15 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Sorry for the lapse of Posts, been real busy and hectic in my personal life - bleh!
Anyway, the ShagToth and Hyach never had any real AI - but Simon & Oleg have sent me history files for them just...
Forum:
Space Empires: IV & V
May 21st, 2002, 09:57 PM
Replies:
16
B5 style Jump Gates
Views:
3,799
Posted By
Val
Re: B5 style Jump Gates
Geo:
I had actually thought about limiting the jump distance to 1-2 hex and making a 'dual layer' map that would have Hyperspace below regular space, thereby limiting it. This is great when...
Forum:
Space Empires: IV & V
May 19th, 2002, 04:44 AM
Replies:
16
B5 style Jump Gates
Views:
3,799
Posted By
Val
Re: B5 style Jump Gates
Any luck ?
Forum:
Space Empires: IV & V
May 19th, 2002, 04:43 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
The individual races shouldn't have any Design Files, they should be using the defaults. They haven't been made yet.
I'll look into the CPU to Cargo thing:)
I finished up Security & Breaching...
Forum:
Space Empires: IV & V
May 18th, 2002, 05:13 PM
Replies:
16
B5 style Jump Gates
Views:
3,799
Posted By
Val
Re: B5 style Jump Gates
I've been trying to figure out some way to make Jump Engines for quite some time.
Right now the B5 Mod does feature:
1) Jump Gates replacing WPs - at least the pics have changed;)
2) Jump...
Forum:
Space Empires: IV & V
May 18th, 2002, 04:46 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Gunslinger:
Seems like PDF has granted your wish;) Download the files PDF posted and replace the corresponding files in the 1.49 Version - then let us all know how it plays.
PDF:
Thanks for the...
Forum:
Space Empires: IV & V
May 17th, 2002, 08:19 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Ok - Voting time for y'all:
What do you want to see added to the Mod?
examples - "How about adding those Vorlon weapons!", "Where are the pictures for fighter engines!"
Forum:
Space Empires: IV & V
May 17th, 2002, 07:00 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
PDF:
Gold: Good to hear the Gold conVersion is going so easy:)
AI: I wanted to make the current AI solid, then it is a more simple mater to tailor it for each individual race - mostly choosing...
Forum:
Space Empires: IV & V
May 16th, 2002, 10:54 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
They look good, and might be suitable for the Markab, Grome or Hurr (I'll check the others and see if they have ship styles similar).
Could render them in DoGA 2, easier to get a consistant angle.
Forum:
Space Empires: IV & V
May 16th, 2002, 05:09 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Geoschmo:
Thanks for testing that. Is there a way to set a new planet size for below "Tiny" then we can set a special weapon that will only destroy these "balancers".
Gil:
Sure, love to see...
Forum:
Space Empires: IV & V
May 16th, 2002, 04:38 PM
Replies:
27
Comments (bugs) with _AI_Construction_Vehicles.txt
Views:
5,051
Posted By
Val
Re: Comments (bugs) with _AI_Construction_Vehicles.txt
I think Oleg may have solved your problem - that is the only thing I see that is wrong. Could you post the Race_AI_DesignCreation.txt file as well?
Here are the Default B5 AI files for vehicles:...
Forum:
Space Empires: IV & V
May 16th, 2002, 01:51 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
SJ:
Know you've been busy, but wanted to know if you got any further on the armor/shields? Thanks!
Forum:
Space Empires: IV & V
May 16th, 2002, 01:21 AM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
PDF:
Glad you like what you see so far, it's required the work of quite a few people to get it to this point and there is still much to do! You may want to post a new topic and ask for help with...
Forum:
Space Empires: IV & V
May 15th, 2002, 11:08 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
I would guess a "destroy planet" component would work, since it is based off planet size and the Balancer is "Tiny", so should be susceptible to any planet killer. The question I have though, would...
Forum:
Space Empires: IV & V
May 15th, 2002, 11:04 PM
Replies:
13
Questions (yes, I've read the FAQs)
Views:
3,018
Posted By
Val
Re: Questions (yes, I\'ve read the FAQs)
#10 - If 30 turns seems to short (or too long) you can go into the Settings.txt file and change the value up or down to your preference.
Forum:
Space Empires: IV & V
May 15th, 2002, 10:48 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
Good enough argument, I will make the changes in the final Version unless the grand masses think it should be otherwise.
Can you actually make it so Pop & Facilities = 0 without it giving an...
Forum:
Space Empires: IV & V
May 15th, 2002, 10:46 PM
Replies:
27
Comments (bugs) with _AI_Construction_Vehicles.txt
Views:
5,051
Posted By
Val
Re: Comments (bugs) with _AI_Construction_Vehicles.txt
Gandalf:
My humble appologies, I had lost track of the fact that I was keeping up with this thread and missed the Last few days - so sorry I hadn't posted the files:(
Looks like answers were...
Forum:
Space Empires: IV & V
May 15th, 2002, 10:32 PM
Replies:
6
Unstable Stars
Views:
2,007
Posted By
Val
Re: Unstable Stars
Actually, SJ suggested the same thing, but suggested adding a description like : "The stabilizers moderate the fusion reactions in the star, and locking its energy output to that of an average G-type...
Forum:
Space Empires: IV & V
May 15th, 2002, 10:28 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
I was thinking along the same lines (using a star for the image), but I like your description about why it turns Yellow and the pic idea:)
I will drop the pop down, but I was thinking that 1...
Forum:
Space Empires: IV & V
May 15th, 2002, 10:01 PM
Replies:
5,004
Babylon 5 Mod
Views:
630,546
Posted By
Val
Re: Babylon 5 Mod
I've been working on a Ruins Tech that will 'stabilize' a star. Basically it is building a spher/ring world, but it is cheaper and has almost no space on it. I've attached a zip with the 'test'...
Forum:
Space Empires: IV & V
May 15th, 2002, 09:59 PM
Replies:
6
Unstable Stars
Views:
2,007
Posted By
Val
Re: Unstable Stars
I've been working on a Ruins Tech for the B5 Mod that will 'stabilize' a star. Basically it is building a spher/ring world, but it is cheaper and has almost no space on it. I've attached a zip with...
Showing results 326 to 350 of 500
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