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October 4th, 2002, 04:21 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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Re: Babylon 5 Mod
I'm doing a game against the computer, but those Vree are cool guys! They hold up quite good against 7 computers. I've got a alliance with the Minbari and the Shadows.
I've got 12 planets colonized and defended with at least 100 satallites.
And what is that thing about no more that 1000 thingies in one square? Please explain.
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I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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October 4th, 2002, 04:22 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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Re: Babylon 5 Mod
Wow, cool I'm a sergeant!
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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October 4th, 2002, 04:36 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
Its an option in your game setup.
V1.49 allows you to max that out at 5000 per player and 5000 per sector.
V1.78 allows you to max it out at 20000.
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October 4th, 2002, 07:44 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Babylon 5 Mod
Val... maybe you should add several blank racial traits, so that you can just change those, and stop invalidating emp files with every patch.
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October 4th, 2002, 08:04 PM
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Sergeant
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Join Date: May 2002
Location: Sandy, Oregon
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Re: Babylon 5 Mod
Imperator Fyron,
I have requested of geoschmo/SE4/PBW to remove my old empire file for Narn Regime in Babylon 5 Game. I can upload another empire file that matches Val's latest patch for B5 mod.
Lighthorse
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October 4th, 2002, 09:14 PM
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Corporal
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Join Date: Aug 2002
Location: UK, NW
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Re: Babylon 5 Mod
Timestone: Re: Jump Gates
http://trade.mahasamatman.com/B5/Ima...e/Gallery/?009 This link has a detail of Jump Gates not always seen. It is a profile view and as close as you can get to a plan or cross section and provides detail of the sections making up the jump gate. Unfortunately even B5Tech.com is vague regarding the size of Jump Gates but the Cortez Jump Gate constructor or Explorer Class could fit through a Jump Gate, which is why I gave you the previous link.
Using the B5ccg view and the Largest EA ship profile you should get a rough scale for your design. I think that even JMS is unable to tell you the dimensions although the special effects guys might, but I've had no luck down that route.
[ October 04, 2002, 20:20: Message edited by: Nomor ]
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October 4th, 2002, 10:29 PM
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Major
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Re: Babylon 5 Mod
Timstone-
Told you Nomor was the man to ask for solid B5 facts
Vree have some great weapons, all that AntiMater stuff!!
Fyron-
Yeah, I think I'll add a few more blanks on the next one. I'm actually hoping not to have many more to add unless I get some new weapon data on some of the obscure races. I plan to concentrate on those races we already have going.
All-
Would you like me to post a 'temp' shipset for the Gaim and Abbai so they are usuable for our game? (PF - send me all the latest Abbai DoGA files you have made since the Last batch - if any - and maybe I'll try to make a few more)
In the next few patches I'm going to concentrate on fixing the Nomad races to be more usable, adding some racial specific components, racial specific facilities, new ship classes (going to add Prototype, Standard & Advanced Versions of the ships that will require varied levels of research) and new events. Also want to continue to revamp the Fighter weapons, WP weapons, Troop Weapons and also Intel - pending on how this test run goes.
Any other suggestions or desires from the cast or crew?
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October 4th, 2002, 10:30 PM
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Corporal
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Re: Babylon 5 Mod
Timstone: (Val might like the 1st link )
Just to ruin your day http://home.tu-clausthal.de/~inmc/b5/Models.html has two jump gates and Forward Design at http://www.forwarddesign.com/3dobjects.htm under Miscellaneous: the file "Jumpgate.Iwo" - 149k - Babylon 5 jump gate, but you'll need a 3D viewer. You may be able to look at the code or something to get dimensions you need?
Val: Abbai shipset? Yes please!
[ October 04, 2002, 21:39: Message edited by: Nomor ]
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October 4th, 2002, 10:39 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Babylon 5 Mod
Quote:
Yeah, I think I'll add a few more blanks on the next one. I'm actually hoping not to have many more to add unless I get some new weapon data on some of the obscure races. I plan to concentrate on those races we already have going.
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Its best to add a whole bunch of blanks, and then once you are really done, you can remove the extras.
That way you only invalidate the EMPs twice.
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October 4th, 2002, 11:46 PM
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Major General
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Join Date: Sep 2000
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Re: Babylon 5 Mod
Val: I'll work on some more Abbai tonite, now that I have the shipdata . 1 cavate: alot of the ships are kinda repetitious (I'll lean more to B5 "canon" and less toward the SEIV community aesthetics here). Should be able to get several done. should be able to do frigate, destroyer, carrier and a transport or two...maybe a base...depends...
oops, seems I did some of these (well place-holders maybe) already. I'll make some semi-canon ones tonite and send you those. I'll give the B5 name and class and let you figger out what that is in SEIV terms
I have also gotten started on Pak'ma'ra...
[ October 04, 2002, 23:15: Message edited by: pathfinder ]
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