Thread: Babylon 5 Mod
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Old April 6th, 2002, 06:38 PM
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Default Re: Babylon 5 Mod



The blighters now design but design colony ships with 2 colony modules and no reactors, and the escorts/transports with no reactors. So they just sit there.... Edit: I fixed---seems I needed to up colony module back to 200KT with minimum % for the module to 40%...well it werks!


On my earlier post about weapons; maybe all races start out with level 1 general tiny and general light then research their prospective race specific (if they have any) weapons. Just a suggestion so that all races start with SOMETHING!


EDIT/UPDATE: Seems that if you add a statement reactor=true and number reactor=1 in the shipsize file they put a reactor in. Also I seriously recommend the light fission reactor be upgrded to 1500 instead of staying 500 for output (otherwise the ships just sit because they don't have ennough supplies to move).


PPPPSSSS: I guess the two issues that get me are the engine to ship size // light reactor output issue and the no weapons at start (which I fixed in my setup)... when these two issues are "fixed" I think some "serious" tweaking can be done (not that you guys haven't beat this thing into decent shape so far)
[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

[ 06 April 2002: Message edited by: pathfinder ]

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