Thread: Babylon 5 Mod
View Single Post
  #3468  
Old September 9th, 2003, 04:02 AM
grumbler's Avatar

grumbler grumbler is offline
Sergeant
 
Join Date: Jul 2002
Location: Remington VA USA
Posts: 318
Thanks: 0
Thanked 0 Times in 0 Posts
grumbler is on a distinguished road
Default Re: Babylon 5 Mod

For my own mod, I did the following:

1. Unique Ship Class: I created a destroyer, cruiser, and battleship/dreadnought that had 1, 2, and 3 self-repair points each. Carriers had some extra launch capacity, and transports/colony ships had extra cargo capacity.

2. Ancient Neurotech: I created a new research facility series with (eventually) ancient-like research facilities.

3. Ship Automation: I just introduced the SE4 series of ship automation capabilities (autopilot and then central computer).

Still have found no use for the Great Machine! But it is great chrome!

Still working on things like Centauri Mega-weapons and the like.
Quote:
Originally posted by XenoTheMorph:
Does anybody know what the following techs should provide (in slightly less general terms than their names )

1. Unique Ship Class
2. Ancient Neurotech
3. Ship Automation

or if you don't know give an amusing guess
Reply With Quote