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Search: Posts Made By: Val
Forum: Space Empires: IV & V October 16th, 2002, 03:34 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Even if the tech isn't available?
Forum: Space Empires: IV & V October 16th, 2002, 02:23 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

If I place it after and make the requirement a different tech (such as Universal Colonizer), then all races will use it once it is discovered and researched?
Forum: Space Empires: IV & V October 16th, 2002, 02:16 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

I remember a while back there were a few people and mods that made universal colonizers that had all three colony modules in one. Did this have to be put before the other three individual ones or...
Forum: Space Empires: IV & V October 16th, 2002, 02:11 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

The first three are pretty much like Nebulea, though I think I raised the cloak level in the one to be a bit higher.

I had originally made #2 turbulant as well with random movement in it, but that...
Forum: Space Empires: IV & V October 15th, 2002, 11:54 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Thanks!

I know the 'original' B5 AI I posted way way back had working carriers, I'll see what I did there, if I can find 'em.
Forum: Space Empires: IV & V October 15th, 2002, 11:44 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

I am actually revising the Gas Giant colonies in a big way, instead of actually settling the planet, you will create a gas giant orbital colony that will be much smaller compared to the current gas...
Forum: Space Empires: IV & V October 15th, 2002, 06:03 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

The Civ/Corp/Mil comp on the bases wasn't working as I intended, I am trying out a different component (same family and all for AI purposes) but for bases only. Also adding raider, nomad and other...
Forum: Space Empires: IV & V October 15th, 2002, 04:38 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

and emptied as quickly!

Nice work guys http://forum.shrapnelgames.com/images/icons/icon7.gif
Forum: Space Empires: IV & V October 15th, 2002, 03:29 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Ha, can't wait to see it. Not sure of colors for the Llort. I like the Drazi, just have to adjust the color scheme a little.
Forum: Space Empires: IV & V October 15th, 2002, 01:44 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

AGoetz
Post it here or send to b5mod@yahoo.com, though wait a little bit I am just downloading all the data from the box to make room http://forum.shrapnelgames.com/images/icons/icon12.gif

PF...
Forum: Space Empires: IV & V October 14th, 2002, 07:43 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Nomor
Sorry 'bout the mailbox filling up, left for PA on Friday to start moving some stuff back home and only just got back this morning (and straight back to work). I will d/l it all tonight and...
Forum: Space Empires: IV & V October 11th, 2002, 10:41 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

PF - Don't worry too much about a 'complete' Raider shipset, their set is going to be a bit more unique (like the Technomage's) in that their progression will be different and not need a full set. ...
Forum: Space Empires: IV & V October 11th, 2002, 09:02 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Gaim infantry will be pretty rough too, after the revision. Yeah the Atmosphere conVersion takes quite some time http://forum.shrapnelgames.com/images/icons/icon12.gif
Forum: Space Empires: IV & V October 11th, 2002, 08:10 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Jimbob
I think I was just asking your opinion on whether to send out 1.49.32 before we started the PBW or not, I think... it is a little late http://forum.shrapnelgames.com/images/icons/icon12.gif ...
Forum: Space Empires: IV & V October 11th, 2002, 03:37 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Alwyn too? Amazing!

Go ahead and bmp/crop to 128x128, it'll save some time. We'll go for the non-letterbox, that has been looking better http://forum.shrapnelgames.com/images/icons/icon12.gif ...
Forum: Space Empires: IV & V October 11th, 2002, 01:28 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

I'll lower the Combo laser/pulse weapon weights (as I originally intended) but the upkeep/maint will be statying the same or increasing (they are described as very high Maint).

I'll try to post...
Forum: Space Empires: IV & V October 10th, 2002, 09:38 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

So, question still remains, should I post 1.49.32 patch now or not? It does work with all current 1.49.31 empires.
Forum: Space Empires: IV & V October 10th, 2002, 09:15 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

hmmm, maybe not http://forum.shrapnelgames.com/images/icons/icon12.gif OR maybe we make ancient starbases more expensive to build so there is more of a comitment in resources to then create...
Forum: Space Empires: IV & V October 10th, 2002, 07:02 PM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

PF
Yeah, I have a few DoGA Gaim ships that I did for their Neutral shipset, plus I have their Centauri and EA hulls. I also have the color sets for DoGA already, so once you send me the DoGA files...
Forum: Space Empires: IV & V October 10th, 2002, 09:27 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Initially an oversite, but left in for now as a means of letting the Ancients generate more resources. We'll see if it works http://forum.shrapnelgames.com/images/icons/icon12.gif
Forum: Space Empires: IV & V October 10th, 2002, 08:37 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Data file adjustments in progress:

Facilities - Ancient/Racial specific, Unique specific and Atmospheric modifiers.

More racial unique components (eg: Gaim Bulkheads, Abbai Shields and Hyach...
Forum: Space Empires: IV & V October 10th, 2002, 08:36 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Graphics in process -

Pak'ma'ra, Gaim and Abbai shipsets.

Components (including the infamous Molecular Pulsar).

Facilities (many of these).

Event and Intel Pics (a bunch of these as well).
Forum: Space Empires: IV & V October 10th, 2002, 08:11 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

This is what is done in the current patch so far:

1.49.32 - Fixed typos in Racial Text and Tech Areas. Added details to Technomage General file. Added 4 HyperSpace System Pics (128x128, 1024x768...
Forum: Space Empires: IV & V October 10th, 2002, 07:40 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Ship capture is a good way to get techs, but the only real ways to defend (that I know of) is Security stations, self destruct and knocking you out of the air before you get close enough. The Gaim...
Forum: Space Empires: IV & V October 10th, 2002, 06:32 AM
Replies: 5,004
Views: 630,546
Posted By Val
Re: Babylon 5 Mod

Sorry, Last post for now -

Quick question for everyone, would y'all prefer I just post what I have so far for 1.49.32 before we start the PBW (and hold the extra graphics until the .33 patch) or...
Showing results 151 to 175 of 500

 
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