Thread: Babylon 5 Mod
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Old February 14th, 2002, 06:22 PM

Val Val is offline
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Default Re: Babylon 5 Mod

DataUpdate.zip

Here are the most recent data files.

New Techs include: External Fighter Rails I-III, External Launch Catapults I-II (Drazi), Fighter Bays I-VI, Cobra Bays I-VI (EA), External Cargo Pods I-III, Living CPU I-X (Shadows), Shipboard Telepaths I-X, Jumpgate I-V, Jump Drive (this is for roleplaying and will require the player to close the jump point after opening it and passing through - though other ships may also pass through before closing - also requires a LOT of supplies to use so ship will need at bare minimum a Huge and Medium reactor), Light/Medium/Heavy/Neutron/Spinal Lasers I-X, Slicer Beam I-X (Shadows), Medium Lightning Cannon I-X (Vorlon), Interceptors Mk I & II I-X, Standard Particle Beam I-X, Fission/Fussion/AntiMatter/Gravitic/HyperspaceTap Drives & Reactors.

I also left in SJ's original armors (posted a while back). I had been taking them out with the weapons that are not done, but accidently left them in this time. Oops!

Another note: the externally mounted components have the Armor ability so they will be hit first by most weapons. This is to represent their exposed nature and fragility.


Currently working on Weapons, Boarding/Security, Specialty Crew components, Mines/Sats/Layers, Troops/Infantry, Planetary Defense facilities & Racial Techs.

[ 15 February 2002: Message edited by: Val ]

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