|
|
|
|
|
October 15th, 2002, 03:25 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
Val: ah....guess I need to send ya the Llort DOGA stuff, tommorow maybe? and BTW what the heck is their color schemme? I threw (up) a Narn hull thingy with a bump-map on them...hehe, looks like something the cat barfed up
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
October 15th, 2002, 03:29 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Ha, can't wait to see it. Not sure of colors for the Llort. I like the Drazi, just have to adjust the color scheme a little.
|
October 15th, 2002, 04:06 AM
|
|
Corporal
|
|
Join Date: Aug 2002
Location: UK, NW
Posts: 183
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Val: You should have more mail
|
October 15th, 2002, 04:21 AM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
and more (Llort and RCE .gam) sent
hehe, and Val's e-mail runneth over
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
October 15th, 2002, 04:38 AM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
and emptied as quickly!
Nice work guys
|
October 15th, 2002, 04:49 AM
|
|
Sergeant
|
|
Join Date: May 2002
Location: Sandy, Oregon
Posts: 217
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Val
Send you an email with attached Narn Research list.
The Narn's Pulsar Mine need a picture and a description to go with it.
I missed designing a space yard with civilian ship maintenance reduction of 90%. They were taking in 500 minials a turn when they weren't producing, but I agree why it should be corrected. By turn 50, I had sixty yards at full production with another thirty yards adding 15K of mineral into the bank. Look mom, no hands, but hereee 15K in minerals.
Oh Well, got to it the hard way now.
Pathfinder, I send you a private message two weeks ago.
Lighthorse
[ October 15, 2002, 03:52: Message edited by: Lighthorse ]
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
|
October 15th, 2002, 06:38 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Yeah, I noticed the loss of the Civilian/Corporate(anybody ever build a Corporate?)/Military modifiers to bases. I was going to have two copies of every base, one Civilian, one Military. With only 1 component difference, the Retrofit cost and repair time wouldn't have been a problem.
The enemy is approaching Sol III - the military is authorised to take control of all Orbital Facilites now!
|
October 15th, 2002, 12:14 PM
|
|
Major General
|
|
Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Babylon 5 Mod
A PM? uhm...???
How? where? no notice??!!
Jeeeezzzz.......read and PM'd back Lighthorse.
Is there some kind of notice that ya have a PM (I do not normally check my profile thingy)?
Yeah, I noticed that loss AGoetz...wondered what the heck?!
[ October 15, 2002, 12:11: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
|
October 15th, 2002, 06:03 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
The Civ/Corp/Mil comp on the bases wasn't working as I intended, I am trying out a different component (same family and all for AI purposes) but for bases only. Also adding raider, nomad and other ones.
|
October 15th, 2002, 09:22 PM
|
Private
|
|
Join Date: Aug 2002
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Well i've started up a new game as EA (what's new there then ) with 3 planets to start with and it's now turn 110. I've had a look at the main races and this is what i've found....
1. Abbai are researching Gas colonisation i'm not sure but i don't think they should be researching this till Last! They are however doing quite well against the narns at the mo as they started about 2 sectors away from each other and have been battling each other from the start
2. The narns are not using their race specific weapons. They have enery mines up to level 3 and ion torpedos up to level 7 but they are still happy to use Light laser cannon 2's on their main ships insted???????
3. A general thing about the ai research is that they do not buy weapons quickly, this includes the "general light weapons" etc research so twenty turns in i'm zooming around with killer particle weapons while there still using light bLast cannons. Oh also there not researching combat support over level 1, they are fine with sensors but only go up to level 1 with ECM's.
4. I'm seeing alot of fighter-less carriers flying around.
5. Val- Please, you need to sort out Pulse weapons as they are too costly to research compared to laser weapons and arn't as good overall.
6. Is there anyway to get more than 7 main races in a game when selecting "high" amount of random cpu players.
The babylon 5 setting for the galaxy is very good. Overall the Ai is good, it's just a shame the shadows + vorlons can't do much when played by computer players
Well i think thats about it, i'll see if i can find anything else.
__________________
JAM
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|