|
|
|
|
|
September 8th, 2002, 12:42 AM
|
|
Corporal
|
|
Join Date: Aug 2002
Location: UK, NW
Posts: 183
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Jimbob: In the B5 series fighters needed to transmit a code to activate the jumpgate. You also had to pay to use jumpgates controlled by other races. Once jumpgate tech is researched it could be possible to have some sort of tech or component such as Jumpgate Sequencer to activate the jumpgate. "hyperspace motivator" I like that name; good for Warp points.
I take it that's two votes for Fighters Jumping gates.
[ September 08, 2002, 00:21: Message edited by: Nomor ]
|
September 8th, 2002, 01:16 AM
|
|
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Han Solo in Star Wars talked about the "hyperspace motivator" if my memory serves.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|
September 8th, 2002, 03:29 AM
|
|
Sergeant
|
|
Join Date: May 2002
Location: Sandy, Oregon
Posts: 217
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Pathfinder,
Please email your spreadsheet of the AI_research and AI_designcreation.txt files.
My email address is res0br0j@verizon.net.
Still can't find anything on religious or organic technologys.
Thanks
Lighthorse
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
|
September 8th, 2002, 03:34 AM
|
|
Sergeant
|
|
Join Date: May 2002
Location: Sandy, Oregon
Posts: 217
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Nomor,
I checked for those B5 books at Bridgetown Hobby shop today. They weren't there, must where been sold. Try Agenys of gaming, they printed all the B5 books. Looked at some other books, they only the races for which they were written. That should be a heavy invertment to made.
Lighthorse
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
|
September 8th, 2002, 03:38 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
Lighhthorse: Done. I don't have all races on it but it should help some at least. It is mostly concerned with weapons. Also no organic or psychology tech available atm IIRC. There IS psychic so that the EA can develop Combat psychics (Psy-corps) to combat the Shadows living CPU's.
__________________
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+,
|
September 8th, 2002, 08:25 AM
|
|
Sergeant
|
|
Join Date: May 2002
Location: Sandy, Oregon
Posts: 217
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
Thanks Pathfinder
Lighthorse
__________________
Oh man, why do you have to hit me with those negative waves so early in the morning..
|
September 8th, 2002, 12:51 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
ooooopps
__________________
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+,
|
September 9th, 2002, 07:15 AM
|
Corporal
|
|
Join Date: Aug 2002
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Babylon 5 Mod
2 Questions :
AI's with either 'Ancient' or 'Nomadic' never seem to get anywhere in the games I've started. Is there anyway of giving them a kick start?
Is there anyway of getting those 'Normal' AI players to build a combat hull larger than a Destroyer? My Heavy Cruisers are getting sick of swatting Corvettes. If giving the AIs both Propulsion and Gravimatric tech will do it, I'll happily comply. I'm already the Mega Evil Empire and haven't expanded my system count for the Last 200+ turns just to try to get some decent assualts out of the AI (The Minbari are trying the hardest, they have their 'Error:Cannot view' guns mounted on their ships and Scattering Armour)
|
September 9th, 2002, 11:46 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
1-Val coded it so that the Ancients (Vorlons & Shadows) can only colonize by either invasion or having planets gifted to them. Not sure how to give a kick to the Nomads.
2-I been wondering why the AI only builds warships to destroyer size. They will design larger, just won't build them. They will design and build large specialty ships (eg mine layer/sweeper).
__________________
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+,
|
September 9th, 2002, 03:39 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Babylon 5 Mod
AGoetz:
You are missing the imagemod componentpack.
I have a link to it on my homepage (see top bar in this post; the house icon)
__________________
Things you want:
|
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
|
|
|
|
|