Thread: Babylon 5 Mod
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Old June 19th, 2002, 08:10 PM

Val Val is offline
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Default Re: Babylon 5 Mod

All:
Sorry I have not been as regular a poster recently, the project is kicking into high gear and I have over 500 PCs to convert (have to physically visit each machine!) by the end of next week, so I have not had as much free time, again, sorry

Pathfinder:
You decide how fast you want the Shadows to research their race specific tech, if it is too slow during testing then we just bump it up

Techs -
Psychic Tech - if you mean Racial tech, no. There is a Telepathic research skill that will allow combat telepaths, Psi-Corp and some other things. Combat Telepaths can be used against shadow living CPUs
Organic Engineering - another no. There will be unique 'organic techs' available to individual species based on their Racial Tech (eg - Vorlon Race - Will have some organic tech)
Planetary Engineering - yes and no. There is no real terraforming as it should take far more time than it does in SE IV to terraform a planet. Mars has been settled for quite some time and people still live in domed cities and wear breathers outside. I think I was using this tech for some of the Facilities. There will be a 'unique' Ancient Ruins Tech that will allow terraforming, but it will be EXPENSIVE.
Stellar Manipulation - again, yes and no. There is a field called Hyperspace research (or theory or something) that will allow jump gate and drive construction. There are no planet/star/nebula/blackhole/etc creators/destroyers. There is (again) a unique Ancient Ruins Tech that will allow you to stabilize a star though (Stellar Balancer). There are planet killers - but they are only available to the Vorlons and Shadows.

AI to use armor - that is something I am actually working on, but it is in my test3 folder (I have multiple folders with different changes in each to see how things work) and once it work consistantly I will cut -n- copy it into the main folder and release with an update. It is setup using the planetary shield ability as a requirement in AI designs, but I am debating on how best to do it - such as having multiple 'useless' traits like we did in the reactors, or just tell the AI to stick with Mid level armor.

Shadows will have their own unique armor - SJ was working on it, ask him

Gil:
Simon is working on the description for the AMFAL shipset, if you don't mind us using it.

Lighthorse:
Which AI empires are doing that? I have made some recent changes that I haven't released that may have already solved that, but I'd like to check - thanks for the heads up

The addition of preferred weapon style would be a good idea, lets you know if the race leans toward particle, plasma, laser or whatever. I'll talk to Simon about adding these in.

All the AI races are Oxygen only races with only 2 exceptions - Vorlons and Gaim are non Oxygen. I am working on rewriting the startup to include B5 Standard Galaxy that will have more O2 planets to be more like the B5 universe. Glad to hear the game is providing suprises, my goal with the AI is to have each race evolve along from basic weapons to their racial specific ones, and to have a bit of variety rather than all missile barges or laser destroyers
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