Re: Babylon 5 Mod
Okay RagsX, I've taken a look at the work so far.
It's a good idea to post the whole mod here at the forum, it isn't that big. Add a little text file with instructions and voilá!
This way everybody can say something useful about your work so far.
I'll kick off with some comments. Please don't take these comments the wrong way, I never intended to scorn your hard work and impressive effort you've put into The Mod. I only want to give constructive advise. Don't be mad with me.
1) Reactors
Why did you implement a biomatter reactor? I mean, It's okay for bio races (Vorlon, Shadow, not Giam (they aren't advanced enough)), but it isn't very in it's place for the regular techs. You might consider adding it only to the races with organic tech.
What happened to the Hyperspace Tap? Where did it go?
2) Sensors
I'm no biggie on this subject, so I'll give my oppinion, but it isn't very professional (I don't have to pretend I know all of this subject). I like the way you've split up the offensive and defensive sensors. Also the adding the general sensors is a nice touch. I haven't lookad at when they are introduced into the techtree, but I assum you first have to research all the offensive and defensive sensors and then the general sensors. A minor fix would be to make the general sensors a little bit less powerful than the fully offensive and defensive sensors.
3) Engines
I fitted a dreadnought (or dreadnaught, what is the correct spelling of it?) with as many engines as I could (the best fusion engines), but still the ships could only had 2 movement and the the imfamous flip-over pouint came, I couldn't go further than 31 engines. More than enough engines I think, but still far too slow to be of use in the game.
4) Buildings
Nice buildings, almost no complaints here. But I don't think you've fully tested that bit. There is one starting building (I think it's called the Megalopolis) and the description of that building also states it's only found on homeworlds. Unfortunately I found it nowhere. This is caused simply because the computer looks at the different functions it needs to include on a startingplanet. The Megalopolist doens't have any of those things.
I'll give a list of what the computer always tries to implement:
- Ship Yard
- Resupply Dock
- Space Dock
It searches for those things according to researchpoints. So if the computer has to chose from two buildings with the same stuff on it, it choses the one wich costed the most researchpoints.
Maybe the problem is easily solved by giving the Megalopolis one of these qualities, the best one is the resupply quality. I'll do some test with that tonight.
5) Fighters
Where are they? Haven't you implemented them yet? I also missed the fighter reactors. Or is this because of the limited stamina of the fighters?
I hope these little bits of comment help you.
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Men may control the free world, but women control the boobs.
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