Re: Babylon 5 Mod
Val: these are my documented changes:
Colony ship size: from 300 to 400
Colony Component: from 200 to 150
Medium Transport: from 600-700
medium fission engines II thru V: 60 to 30
medium fission engines I: 60-20
with these changes I was able to at least get the EA to build and use these two ships. They also with even just 1 sector/space per turn would send escorts/scouts out to 1/2 mark on supplies. Same with the colony ships.
The Narn however, would sit in sector until I sent a colony ship to next sector, then the escorts/scouts would do the explore bit. The colony ships and transports would sit and only go out the max number of 1 turn movement even with loads of supplies.
Neither would do their own designs. The EA at least would use/build whatever design I made available.
One note: My first attempts were to use the small reactors and engines. This meant I had to use something like 8 small engines just to get a movement value of 1 in a colony ship. This may simulate a small engine pushing the large mass of a colony ship or medium transport. Means VERY slow going for these ships until medium reactors/engines researched. Also when used in a colony ship medium reactor/engine combo means 1 movement point per medium engine, not the "advertised" 7 per engine. In a small ship like an escort the movement value per engine is 7 as advertised.
It took 16 small engines to power a Narn Corvette 1 movement unit.
Also pic/bmp for repeater gun 1 missing from ship design menu/screen after being researched.
Hope this helps!
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
[ 03 April 2002: Message edited by: pathfinder ]
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