Thread: Babylon 5 Mod
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Old February 12th, 2002, 07:46 PM

Val Val is offline
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Default Re: Babylon 5 Mod

Added Jump Gates to the Mod:

Update7.zip


Made a new ship type (Jump Gate) that required 99% colony modules and 50 engines to move. Then made a component that had Create Warp Point ability, 50 Standard move(engines), ability to generate/store supplies (reactor) and colony-gas (though I should probably change that to Rock). This creates a ship that can only move 1 space a turn and can only carry the Jump Gate module - with 5 tons to spare. Once the warp point is created, the component is destroyed - so the ship will no longer have supplies or engines. The Last 5 tons is reserved for a self destruct device (now only 5 tons instead of 10), so you can destroy it after it is activated.

If this is popular (ie if y'all like it) then I will add another 4 levels of the gate to increase jump range.

I know another ship could repair the component right now, so how do I set it so it can only be repaired at a planet or so the ship destructs on the use of the Warp Component?

I originally had the Gate component take up all the space except just enough to get two large engines on it (which made it move 1), and had made the supplies part of the Gate component so when the gate component was destroyed on use - no more supplies. But, the ship could still move one space per turn (as you would expect).

[ 12 February 2002: Message edited by: Val ]

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