Re: Babylon 5 Mod
Ah yes, a good night it was. It's amazing how refresshing a bit of sleep can be.
Okay, I'll post here waht I've done.
Name := Homeworld Hub I
Description :=
Facility Group := Hub
Facility Family := 1
Roman Numeral := 1
Restrictions := None
Pic Num := 68
Cost Minerals := 95355
Cost Organics := 27740
Cost Radioactives := 27270
Number of Tech Req := 0
Number of Abilities := 20
Ability 1 Type := Planet - Shield Generation
Ability 1 Descr := Generates 5000 points of shielding for the planet during combat.
Ability 1 Val 1 := 5000
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Minerals
Ability 2 Descr := Mines 1000 minerals each turn.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr := Extracts 500 radioactives each turn.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Ability 4 Type := Resource Generation - Organics
Ability 4 Descr := Colony generates 500 organics per turn.
Ability 4 Val 1 := 500
Ability 4 Val 2 := 0
Ability 5 Type := Point Generation - Research
Ability 5 Descr := Generates 500 research points each turn.
Ability 5 Val 1 := 500
Ability 5 Val 2 := 0
Ability 6 Type := Point Generation - Intelligence
Ability 6 Descr := Generates 500 intelligence points each turn.
Ability 6 Val 1 := 500
Ability 6 Val 2 := 0
Ability 7 Type := Spaceport
Ability 7 Descr := Acts as a spaceport for this system.
Ability 7 Val 1 := 0
Ability 7 Val 2 := 0
Ability 8 Type := Cargo Storage
Ability 8 Descr := Provides 5000 extra cargo spaces.
Ability 8 Val 1 := 5000
Ability 8 Val 2 := 0
Ability 9 Type := Resource Storage - Mineral
Ability 9 Descr := Can store 50000 minerals for the Empire.
Ability 9 Val 1 := 50000
Ability 9 Val 2 := 0
Ability 10 Type := Resource Storage - Organics
Ability 10 Descr := Can store 50000 organics for the Empire.
Ability 10 Val 1 := 50000
Ability 10 Val 2 := 0
Ability 11 Type := Resource Storage - Radioactives
Ability 11 Descr := Can store 50000 radioactives for the Empire.
Ability 11 Val 1 := 50000
Ability 11 Val 2 := 0
Ability 12 Type := Supply Generation
Ability 12 Descr := Can generate unlimited supplies each turn for ships.
Ability 12 Val 1 := 0
Ability 12 Val 2 := 0
Ability 13 Type := Space Yard
Ability 13 Descr := Can construct with 1000 minerals per turn.
Ability 13 Val 1 := 1
Ability 13 Val 2 := 1000
Ability 14 Type := Space Yard
Ability 14 Descr := Can construct with 1000 organics per turn.
Ability 14 Val 1 := 2
Ability 14 Val 2 := 1000
Ability 15 Type := Space Yard
Ability 15 Descr := Can construct with 1000 radioactives per turn.
Ability 15 Val 1 := 3
Ability 15 Val 2 := 1000
Ability 16 Type := Change Population Happiness - System
Ability 16 Descr := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 16 Val 1 := 2
Ability 16 Val 2 := 0
Ability 17 Type := System Point Generation Modifier - Research
Ability 17 Descr := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 17 Val 1 := 10
Ability 17 Val 2 := 0
Ability 18 Type := Reduced Maintenance Cost - System
Ability 18 Descr := Reduces all vehicle maintenance costs in the system by 15% (only 1 facility per system effective).
Ability 18 Val 1 := 15
Ability 18 Val 2 := 0
Ability 19 Type := Change Bad Event Chance - System
Ability 19 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 19 Val 1 := -30
Ability 19 Val 2 := 0
Ability 20 Type := Combat Modifier - System
Ability 20 Descr := When fighting to defend their homewworld system, ships receive a 20% Combat bonus.
Ability 20 Val 1 := 20
Ability 20 Val 2 := 0
Name := Trading Port I
Description :=
Facility Group := Hub
Facility Family := 2
Roman Numeral := 1
Restrictions := None
Pic Num := 2
Cost Minerals := 9050
Cost Organics := 1860
Cost Radioactives := 2550
Number of Tech Req := 0
Number of Abilities := 3
Ability 1 Type := Planet - Shield Generation
Ability 1 Descr := Generates 1000 points of shielding for the planet during combat.
Ability 1 Val 1 := 1000
Ability 1 Val 2 := 0
Ability 2 Type := Spaceport
Ability 2 Descr := Acts as a spaceport for this system.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Palace
Ability 3 Descr :=
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
I want the starting planets (the planets you get in the beginning) to have 1 Homeworld Hub. And the rest of the planets (the planets you colonize) to start with a Trading Port. That's all. Grumbler, you say you have it working on your computer, but mine is stubborn as Hell. Any idea's?
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