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Search: Posts Made By: Val
Forum: Space Empires: IV & V April 17th, 2002, 11:41 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

More good news, the Spaceports site is back up - though I do need to update it!

I am thinking about posting the mod as one zip called "CoreMod-Version###" and then post zips for...
Forum: Space Empires: IV & V April 17th, 2002, 09:23 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Sorry, the AI/Data files are for 1.49 still, once we have completed the mod and it works in 1.49 we will convert it over to Gold.

To apply these files to a 'whole mod', you need to make a...
Forum: Space Empires: IV & V April 17th, 2002, 05:50 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

I know some people were having trouble with which data/ai files to use in the mod.

Here are ALL the files for the following Folders:

/B5Mod/Modinfo.txt - Replaces file
/B5Mod/AI/ - Replaces...
Forum: Space Empires: IV & V April 16th, 2002, 05:57 PM
Replies: 4
Views: 1,687
Posted By Val
Forum: Space Empires: IV & V April 16th, 2002, 04:23 PM
Replies: 4
Views: 1,687
Posted By Val
Re: Has anybody tried making a facility that could...

Can they launch during combat phase? I never actually tried to do that in a game - since the fighters were already launched before combat.
Forum: Space Empires: IV & V April 16th, 2002, 03:43 PM
Replies: 4
Views: 1,687
Posted By Val
Has anybody tried making a facility that could...

Has anyone tried giving a facility an ability like "Launch/Recover Fighters"? If it worked fighters could be launched from the planet on a turn by turn basis during combat.

Do any of the 'ship'...
Forum: Space Empires: IV & V April 16th, 2002, 03:38 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Yeah, that is part of why it took so long. Facilities are actually going to be multifunctional, rather than single purpose (other than the monoliths).

Here's what I was thinking about:
...
Forum: Space Empires: IV & V April 16th, 2002, 03:56 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Even though EA has 24 worlds in the alliance (many are independent colonies that are only part of the EA for military protection and still have a great deal of independence), Earth is the only...
Forum: Space Empires: IV & V April 15th, 2002, 10:20 PM
Replies: 111
Views: 16,007
Posted By Val
Re: Proportions 2.1 available

I'm going to look over proportions (the newest one) over the week. Mainly, I had been thinking about the Cultural Centers/Colonies and such and had some similiar ideas. I would really like there to...
Forum: Space Empires: IV & V April 15th, 2002, 10:16 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Engines:
The engine thing has been pretty much resolved, by knocking all engines down to the same size (roughly). In all my tests this seems to be working very well...
Forum: Space Empires: IV & V April 15th, 2002, 08:13 PM
Replies: 111
Views: 16,007
Posted By Val
Re: Proportions 2.1 available

PvK:

Would you mind if I utilize some of your ideas for the B5Mod?
Forum: Space Empires: IV & V April 15th, 2002, 06:52 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

It's the same as the P&N one (IIRC).

I can't recall, but the Earth Force fleet was incredibly HUGE in the 'official' storyline - some ridiculous amount! So I think adjustments will have to be...
Forum: Space Empires: IV & V April 15th, 2002, 06:35 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Maint rates are going to have to be adjusted as well, else there is no way you could maintain the huge B5 fleets. My favorite quote was for the Gaim race (which only has a single homeworld, no...
Forum: Space Empires: IV & V April 15th, 2002, 06:30 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

IF:

As SJ posted, he had the pop proportions thing done a while back, though I may ask PvK if he minds us stealing a page from Proportions in using the "Cultural Centers". I had had a similar...
Forum: Space Empires: IV & V April 14th, 2002, 05:19 AM
Replies: 673
Views: 96,086
Posted By Val
Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Though the various engine sizes were cool and fun for human players, the AI side of things was way too much trouble!

Reactors and Engines are now totally revised and we are now working on the AI...
Forum: Space Empires: IV & V April 14th, 2002, 05:12 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Gunslinger:
That's what drew me in as well and is what I am hoping for in the mod (with time).

Andy:
You have Gold, right? I will try to check all the B5 Gold AI sometime this week and repost...
Forum: Space Empires: IV & V April 13th, 2002, 11:09 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

The Narn actually had space flight and more advanced weapons before the humans, stolen from the Centauri of course (or is that 'reappropriated'). There is some variance between the main 'young'...
Forum: Space Empires: IV & V April 13th, 2002, 05:56 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

I'm getting ready for the next step for the AI and had a question for y'all:

I need to assign point costs to the various racial traits. In general most races get a bunch of specials for their...
Forum: Space Empires: IV & V April 13th, 2002, 05:45 PM
Replies: 15
Views: 4,034
Posted By Val
Re: OT: Rate these games ;)

Civ III has it's moments, but it is a bit too labor intensive.

Freedom Force is excellent (if you like comic style stuff) and reminds me of the Diablo/Baulder's Gate style engine. You can make...
Forum: Space Empires: IV & V April 13th, 2002, 03:01 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

I'm almost done with basic (general) weapon AIs, it now progresses as the AI researches more powerful weapons rather than a straight shot of Light Bolt Cannons. Next stop is armor then targeting/ECM...
Forum: Space Empires: IV & V April 13th, 2002, 01:19 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

BTW - in case you were wondering:

The External Cargo Pods are being put on because the ship sees them as Armor (which is an ability they have, to represent the fact they are usually hit first in...
Forum: Space Empires: IV & V April 13th, 2002, 01:05 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Spoke too soon... actually, if you still have medium reactors then you definately need to use the latest files posted below. Your components file is out of date. Also, if the reactor is not on...
Forum: Space Empires: IV & V April 13th, 2002, 12:55 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Good to hear it is working http://forum.shrapnelgames.com/images/icons/icon7.gif It has been frustrating getting the AI to do what I want, and it is by no means anywhere near finished (even the...
Forum: Space Empires: IV & V April 13th, 2002, 12:55 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Good to hear it is working http://forum.shrapnelgames.com/images/icons/icon7.gif It has been frustrating getting the AI to do what I want, and it is by no means anywhere near finished (even the...
Forum: Space Empires: IV & V April 12th, 2002, 11:49 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Try removing the subfolders for the 'named' neutral races (eg: Gaim) and see what happens.
Showing results 401 to 425 of 500

 
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