.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

tesco samoa January 3rd, 2002 04:46 AM

Re: Babylon 5 Mod
 
http://www.tgu.org.uk/Users/babylon5/B5A2.htm

anyone seen this???

if this link was post before by me or any one else at least it was a year ago. http://forum.shrapnelgames.com/images/icons/shock.gif

Val January 3rd, 2002 03:51 PM

Re: Babylon 5 Mod
 
Nope, never seen it before, thanks! Looks like they have some good stuff we could also use http://forum.shrapnelgames.com/images/icons/icon7.gif

tesco samoa January 4th, 2002 03:13 AM

Re: Babylon 5 Mod
 
Or do a cross game mod. Help each other out. There ships are very cool looking

Now that would be a first.(just a guess)

Val January 4th, 2002 11:08 PM

Re: Babylon 5 Mod
 
Not a bad idea.

I just sent him (Wraith) an E*mail letting him know what we were up to and seeing if there were areas where we could use the same art or information on both Mods. I would think the species descriptions and background would be one logical area, and some of the artwork should be usable in both mods as well.

I pointed him over to this thread and hopefully we'll hear back from him.

Thanks for the idea and the tip http://forum.shrapnelgames.com/images/icons/icon7.gif

[ 04 January 2002: Message edited by: Val ]</p>

thorfrog January 9th, 2002 11:17 PM

Re: Babylon 5 Mod
 
I'm back! How are things going with this mod? I haven't had time to work on anything. It looks like it has taken a life of it's own. Very cool. What's the status now? How are the tech trees coming? I don't have time right now to work on AI for Centauri and LoNAW races. So any AI modders feel free to update and change.

Suicide Junkie January 9th, 2002 11:46 PM

Re: Babylon 5 Mod
 
Ah, yes, I just remembered:

Who here believes in balancing resource costs? http://forum.shrapnelgames.com/images/icons/icon7.gif

I believe that the mod will be much more interesting if we can avoid classic SE4's One-Resource thing.
If all three resources are valuable, then real trading & specialization becomes a possibility. It will be entirely possible to become a radioactives specialist, and trade at 1:1:1 with organic/mineral empires.

One obstacle I encountered when trying to do even the costs was justifying the higher organic/rads.
How about:
- Minerals are only required for the physical construction. Mineral cost should be proportional to the mass of a component.
- Organics include not only construction, but labour costs as well.
- Radioactives include the cost for power use, especially components that don't use supplies, and for high-energy construction methods.

As an added enhancement for specialization, many more levels in resource extraction could be added.

tesco samoa January 10th, 2002 12:44 AM

Re: Babylon 5 Mod
 
that is a good idea. And no resource converters.

Val January 10th, 2002 12:54 AM

Re: Babylon 5 Mod
 
As of right now SJ & I are working on the components and techs.

Rambie is revamping te EA shipset and may work on victory/defeat/hum dead bitmaps for flavor.

Finished some neutral races (posted below)

Actually, read down a few and you can see all the updates that have been posted up to now.

Suicide Junkie January 10th, 2002 12:56 AM

Re: Babylon 5 Mod
 
At least no 90% efficiency converters.
20-40% would be OK, so that you would be able to survive if your trading partners cut you off, but there is still a 70-90% profit margin when trading.

Monoliths are the items we'll have to restrict, but then again, monoliths aren't really B5ish tech.

Val January 10th, 2002 01:08 AM

Re: Babylon 5 Mod
 
Sounds like a good idea (resource talk below). I know the engine stats that I have I used Radioactives for all of them the represent power sources/conduits/etc., and even more for the reactors. I also agree with no resource converters, to a degree... I think we should restrict them to Ancient Races only. Another little edge http://forum.shrapnelgames.com/images/icons/icon12.gif


All times are GMT -4. The time now is 02:22 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.