Thread: Babylon 5 Mod
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Old February 22nd, 2002, 06:03 PM

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Default Re: Babylon 5 Mod

SJ:

Excellent to hear from you and congrats on your Canadian Gold (and again on narrowly beating our chick hockey team).

The descriptions for the new/dead warp points follow the B5 universe. They announce that a new signal has been detected in hyperspace and a few turns later the beacon becomes active on an ancient gate that had been deactivated. The other one has a failure in the jump gate system which causes a catastrophic collapse (say that ten times fast).

I like the "Utilization" idea, will change as I add the other techs - but hey, at least fission and fusion are spelled right

Good call on the Universal Cure as well. You did notice that all the other plagues and med bays stop at level 4 now? Even the event plague will only go to 4.

I expected some issues with the components - since I wasn't sure what the values were going to be for sure.

The external launch cat II should actually be below 50 - to help represent the fact it is armored - less likely to be hit, correct? While the Cat I should be 50 as you said. The spinal laser should be pretty vulnerable - as it runs the length of the ship, giving a huge oppotunity to be damaged. The slicer beam should probably be lowered in struc though.

Just d/l'd the armor - can't wait to look at them later tonight.

I will send you the weapons (and everyone else who is interested) this weekend to check against the armors if you like.

Finally, do I need to add the structural stuff (the empty hexes) to the image mod?
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