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October 10th, 2002, 06:39 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
How long would it be before the graphics would be ready?
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October 10th, 2002, 06:46 AM
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Corporal
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Join Date: Aug 2002
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Re: Babylon 5 Mod
I've been trying .31 with as many of the races put into the active directory as will currently work, no neutral players, hardest AI, highest AI boost.
As soon as I put Ship Capture components on my ships I become effectively unbeatable (went up 12 tech levels in one turn from analysing ships).
What, apart from the security component, protects from boarding parties?
Also : Val just got your email. I wouldn't mind getting .32 as it currently is so that I can try the changes you've put in it. As long as the map generator does leave some Hydrogen worlds for the Gaim I'll be happy (might even have to co-exist with others -  )
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October 10th, 2002, 07:17 AM
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Shrapnel Fanatic
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Re: Babylon 5 Mod
Self Destruct Devices work wonders. 
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October 10th, 2002, 07:40 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Ship capture is a good way to get techs, but the only real ways to defend (that I know of) is Security stations, self destruct and knocking you out of the air before you get close enough. The Gaim are insane boarders!
The graphics will take some time (as I will be driving back to PA this weekend to drop some stuff off at home), but can be easily updated and added in without much impact on the game in progress.
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October 10th, 2002, 08:11 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
This is what is done in the current patch so far:
1.49.32 - Fixed typos in Racial Text and Tech Areas. Added details to Technomage General file. Added 4 HyperSpace System Pics (128x128, 1024x768 & 800X600). Fixed a few minor AI errors. Added new Quadrant and System types (B5 Standard) that are geared towards the mod. Fixed error in VehicleDesign file. Added preliminary open/close jump gate sequences. Added new specialty Gaim components, new Crew Quarters for the major races (art to follow). Added special self destruct for Ancients and Technomagi.
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October 10th, 2002, 08:36 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Graphics in process -
Pak'ma'ra, Gaim and Abbai shipsets.
Components (including the infamous Molecular Pulsar).
Facilities (many of these).
Event and Intel Pics (a bunch of these as well).
More changes to interface.
Space Station (based on Ring/Sphereworld idea).
Maybe add a few more special systems pics (like Hyperspace)
Jump Gate open/close animation.
I think that's it
Any requests?
[ October 10, 2002, 07:54: Message edited by: Val ]
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October 10th, 2002, 08:37 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Data file adjustments in progress:
Facilities - Ancient/Racial specific, Unique specific and Atmospheric modifiers.
More racial unique components (eg: Gaim Bulkheads, Abbai Shields and Hyach Targeting CPUs).
Crew components (eg: Chief Technician).
Space Stations based on Ringworld/Sphereworld concept, so you can put facilities on them.
More ship Enhancement components.
More Intel projects (including Covert Support).
More Events (Zathras needs an event for himself, and I need a Zathras pic if Simon is lurking).
Gravitic weapons (mostly Brakiri).
Add at least one basic weapon in each class so races get at least something for their research.
Changing the VehicleText to include Prototype and Advanced ship designs.
Shadow/Vorlon assisted tech ships.
Make the Nomadic races usable.
Drakh race.
Add in the other unique techs.
Fix Ancient Mid range Engines.
Fighter weapons (will be modded as we see how bad/good the current ones are in the test).
Complete Infantry/Troops revision.
Continued upgrade of AI.
Continued updates of General description files.
Was also thinking about adding a 'mini' planet with a wrecked ship pic to use as a randomly placed derelict ship that you can 'colonize' (ie: send a scientific research team) to get tech. It just won't be able to hold any facilities. It would be like a ruins planet but have a spaceship pic instead.
Did I miss anything?
Any requests here?
[ October 10, 2002, 07:58: Message edited by: Val ]
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October 10th, 2002, 09:02 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Babylon 5 Mod
Ancient medium (and maybe heavy) reactors.
Are the "Ancient Ship" components supposed to be allowable on bases? Cause I can put them on a base and get negative maintanence costs. I don't know if that is a feature or an oversight.
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October 10th, 2002, 09:27 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Babylon 5 Mod
Initially an oversite, but left in for now as a means of letting the Ancients generate more resources. We'll see if it works 
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October 10th, 2002, 10:07 AM
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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
Jumpgate: Under construction. A bit delayed, coz I have to do my homework like a good boy.
Armor: Why is heavy armor better than light armor. The way I see it is that heavy armor is inferior to light armor. Why? Well, light Armor has more armor per tonnage than heavy armor.
Reactor: Everything larger that light reactor (doesn't matter wich type) sucks big time. Why? The light reactors have the highest energy output per tonnage. Isn't this all wrong, that way the larger reactors become completely useless. More reasearch for worse reactors.
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