Thread: Babylon 5 Mod
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Old January 14th, 2005, 03:38 PM
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Default Re: Babylon 5 Mod

Reactors

Well i simply felt like it I thought there should be something between gravimetric (younger races advanced reactor) and hyperspace tapper (first ones reactors). So i hadded biomatter reactors. They are indeed ment to be used by shadows and vorlons, just that tech requirements arent done yet.


Sensors

Tech requirements are setup yet, too. But it SHOULD work in a way that you have access to general sensors. You develop them until level 3 or 4 and get access to standart offensive and defense sensors. Each one needs a different sensor tech area, and at level 6 each of them can be enhanced by a second tier, called "AI-Addon" which gives another offense or defense or both bonus.


Engines

Oh well. Firstly, Dreadnoughts come at the end of the techtree. They are DEFINITLY not meant to be used with superior fusion engines. Doing that would mean to try to load a western-gun with an ak-47 magazine.
Dreadnoughts should be used with antimatter or gravimetric engines. Those are more effective. In addition im planing to create hyperspace-jump-devices for capitalships, like i mentioned in my above post. They work like a solar-sail or warp-core and given an immediate 1,2,3 movement bonus. Capital ships should move slow anyways, i think movement 5 is quite fast for them.


Buildings

Well, the starting buildings DO work. Just not with a full tech game. I know about the requirements for homeworld facilites and set them up the right way. When using full tech though, standart research buildings and stuff are more efficient than homeworld complexes. Do a normal tech game and it WILL work.


Fighters
Not done yet, apart from Engines and reactors. They are no vehicle-sizes yet.



About your points that certain reactors, namely hyperspace tappers dont appear. I have attached an updated DATA folder to this post. Indeed you were right, a few things didnt worked due to overlapping family numbers, now they do.


p.s. About that 31-engines thingy you mentioned. I dont understand. I just created an dreadnought with 50 engines without any problem at all. Then when i went to add the 52th engine, it lost 2 movement points ??! Bug ?! Could someone explain the deal here ?!




Edit: Uploaded PROPER data files which fixes the reactor problem with hyperspace taps and families in general. In addition sensor families were corrected as well. I recommend everyone to download the new zip, its only 160 kB
Attached Files
File Type: rar 324309-B5Mod RagnarokX.rar (138.0 KB, 122 views)
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