Thread: Babylon 5 Mod
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Old October 24th, 2002, 05:42 PM

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Default Re: Babylon 5 Mod

PF
Not a problem I brobably made a typo, I'll check it. I wouldn't put the allegiance subverter on any particular ship yet, I'm going to put it on the Kamakazi (sp?) ship and just tell it to make a few of them, else the AI will go a bit crazy using them.

IF
The derelict ships (which I would still like to get a better pic for - maybe the derelict ship they found in that episode of Crusades) have 0 pop 0 facil, but some will have special techs on board. I basicly added a ship pic to the Planets.bmp and made it a rock planet (so it could be 'colonized'). A few show up here and there in the various systems, but with no techs. Then I added a few to other systems (including Hyperspace) that have ruins. In my test games I have seen (on average) 6 derelicts, 2 with tech on them. Never made it to settle one though, so it is still untested.
Too bad I can't make it generate a ship you can repair and tow back to base, then reverse engineer.

AGoetz
The Ancients can afford quite a bit in the way of ships, especially if they get a few treaties going.
The Universal Colonizer is more expensive, but hey, you don't have to worry about planet type when you go to colonize
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