Thread: Babylon 5 Mod
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Old January 14th, 2002, 09:34 PM

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Default Re: Babylon 5 Mod

Fyron:

Heh, maybe we should give you the job of proof reader

I could use some help with the weapon systems, been trying to make them fair and figure out the research criteria. I'm also looking for some help with re-doing the quadrants (adding new ones and modding the current ones to include 'invisible' stars in black hole systems to power the reactors).

Colony restrictions - is there anyway to restrict a component type to a ship type? Or can we build in the Colony component to the ship? (prefabbed colony ships)

If we kept to B5 standards in the game for the colonies we could run into logistics problems for creating fleets and such. I actually played a games with the new engines (Q-N ships) and started with Fision engines and it took me quite some time to become 'established' in the game.

Formations - I agree with that. Care to design some new ones? I've added your formation list to my "master" B5Mod.

Tesco:

The map is a headache, all the jump points are set, and many systems have been created. Just getting eye strain trying to make all 200+ systems. Plus, if we modify and add quadrant types to be more "B5 friendly", then you can play a pickup game in a universe with all the same names, but not a set map.

The main purpose of the map is so we can setup a scenario (or four) that matches the B5 universe at given time periods.

SJ:

I like that idea, makes it more realistic (if such a word can be applied to a sci-fi game).

What's the reasoning for prod rate going down? Out of curriosity.

Everyone:

Any volunteers for anything else, other comments?

has anyone tried playing the mod (such as it is). Any comments on anything?

I added some new events and am looking for sounds for the weapons. Anyone have weapon sound clips?

Thanks!
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