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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Ragnarok-X January 17th, 2005 01:43 PM

Re: Babylon 5 Mod
 
Ill write him a message. Once again, i cant await to get my hands on heavy lasers woohoo http://forum.shrapnelgames.com/images/smilies/happy.gif You you will pass your test, and get a good note !! Its most important for the future.

Timstone January 17th, 2005 03:09 PM

Re: Babylon 5 Mod
 
I already have a nice title (in Dutch it is ing.), but I wanted to go for one step higher (in Dutch ir.). These Last tests are quite dificult. Today I had one, and I don't think it was very good. Ah well, doesn't matter. If I pass the next test I'll be homefree.

I can't wait untill I have the chance to get back to the weapons for the B5 Mod. I really like making weapons and figuring out all the (most of the time useless) equations.
I'll mail you as soon as I have something new for you.

Ragnarok-X January 17th, 2005 08:09 PM

Re: Babylon 5 Mod
 
Well, as soon as you reply, i will send you updated files. I managed to assemble a quite cool NARN ai to play against. I wasnt sure which weapons narn use, but i decided to give their ships light and medium plasma weapons, in addition to plasma PDF. While im at it, i have a small concern. To me it seems like lasers are quite powerful. They outrange almost all non-seeker-weapons and actually deal a friggin lot of damage. At close range they become very deadly. I was thinking maybe laser should have decreased firepower in close range and they need to hold a certain range to show a good effect. What do you think ?

At any rate, could you explain why plasma weapons are so much weaker than laser weapons ?! I thought plasma and laser are almost equal, maybe a bit more firepower offset by a bit less range or something. Are laser weapons more advanced than plasma weapons, at least in the B5 universe ? In our mod it seems so, since laser require physics 2.
No critism !!
Im so excited lol http://forum.shrapnelgames.com/images/smilies/happy.gif

Anyways, looking forward to hear from you http://forum.shrapnelgames.com/images/smilies/happy.gif

Timstone January 18th, 2005 04:58 AM

Re: Babylon 5 Mod
 
Thanks for waiting with the next e-mail with the updated files. I get distracted very fast by exciting things like the B5 Mod. http://forum.shrapnelgames.com/images/smilies/smile.gif

Like I said before (in an e-mail to you), I haven't put these weapons through my homemade weaponcreator. As soon as I have time, I'll put them through it and mail you the results. If there are any overpowered weapons, we sort them out later on.
Since you've been playing with the Narn, I'll make the weapons of the Narn first.
Also I'll go ahead and finish the racialtech.txt (the one with all the descriptions of the races).

Ragnarok-X January 18th, 2005 01:55 PM

Re: Babylon 5 Mod
 
wonderful http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X January 18th, 2005 02:11 PM

Re: Babylon 5 Mod
 
Oh, while im at it. I came up with a few new things, racial based facilites. I can just post them here, maybe someone is interested and offers his/her opinion. Unfortunally i dont know a lot about the Narn, except they are prasing ONE god, G`Quan, while the Centauri offer more gods, like the old romans, they have gods for each sin and stuff.



Racial-specific Facilites


Earth Alliance Psy-Chor Outpost
Replaces standart intelligence centers and offers ~ 10% more intel output. In addition has a research outpot of 10% the value of intel generation

Earth Alliance Psy-Chor Center
Replaces the planet-intel-output facility and offers 10% more intel output. Increases planet-wide intel production by 20% more than standart planet-intel facility.

Earth Alliance Psy-Chor Systen Headquarters
Replaces the system-intel-output facility and offers 10% more intel output. Increases system-wide intel production by 20% more than standart system-intel facility.

Earth Alliance crew academie
Replaces standart ship and fleet training facility. Trains with the same rate but has a slightly higher cap. Does ship and fleet traning all in one.

Minbari Worker Caste Emmigration
Facility which is available from the start and increases mineral, organic, radioactive output by 6% +3%. Is made obsolete later on.

Minbari Warrior Caste Emmigration
Facility which is available early on. Increases spacecombat system-wide by 4/7/10%.

Minbari Religous Caste Emmigration
Facility which is available early on. Increases population happiness planetwide (not possible -> systemwide) by 5/8/11%.

Minbari Grey Council
One on each homeworld. Generates alot of research and intel, and has several abilites to make intel and events appear less often in those homesystems. Not rebuildable at all.

Minbari An‘la-Shoc Training Grounds
Replaces standart ship and fleet training facilites. Has the same rate per turn but has higher cap. Does ship and fleet training all in one

Centauri Imperial PaLast
One on each homeworld. Generates alot of research and especially intel. It greatly increases the populations happiness. Needs to incorporate the resupply depot or space port ability in order to work ?!

Centauri Imperial Shipyard
Replaces standart construction yard. Highly efficient shipyard, work supported by slaves or war refugees, something like that. Construction output 15/25/30% higher.

Centauri Intelligence Complex
Centauri are sneaky and treacherous. They are superior at backstabbing with a bomb or a dagger. Centauri Intelligence Complexes replaces standart intel centers and generate more intel. That, or they cost less. Whatever.

Suicide Junkie January 18th, 2005 02:20 PM

Re: Babylon 5 Mod
 
Quote:

Ragnarok-X said:
Unfortunally i dont know a lot about the Narn, except they are prasing ONE god, G`Quan, while the Centauri offer more gods, like the old romans, they have gods for each sin and stuff.

I don't think G'Quan was a god or prophet per se; a great and wise hero of the people certainly...
However, by the end of the series the Book of G'Kar seemed to be on a similar pedestal.

I think a good earthly comparison would be Einstein, rather than Jesus, for example.

Ragnarok-X January 18th, 2005 02:26 PM

Re: Babylon 5 Mod
 
Yeah, of course you are right. It soomehow was G`Quan who guided the narn someplace sometime..anyways.. More a prophet, you are definitly right.

More opinions like this, please !

Fyron January 18th, 2005 03:45 PM

Re: Babylon 5 Mod
 
No not a prophet... A prophet requires that he is preaching the words of some god or another. G'quan was the leader of the Narn telepaths that managed to bring down entire Shadow vessels. He and the other telepaths, as well as all of their relatives, were annihiliated for this ability, which is why the Narns have no natural telepaths in the B5 era.

Ragnarok-X January 18th, 2005 04:16 PM

Re: Babylon 5 Mod
 
Interesting. i really didnt knew that. So i suppose it wasnt shown in the series, since i own all 5 seasons. Where did you got that information from ?! Tim, can you confirm this, maybe some bit is written in the AoG`s ?!


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