Thread: Babylon 5 Mod
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Old September 4th, 2005, 11:02 AM
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Default Re: B5 MOD General

Okay, it is done (as far as I am concerned, barring fixes). AI am attaching the zip with the "Beta 2" files for the 1.9 version of the Mod. All the weapons have been racialized so that there are no more "general" weapons (though the stats for, say, the Antiproton Cannon II are the same for all races who have antimatter weapons). Anyone who wants to "specialize" the weapons of any race can now do so without having to replace everything.

Not every race has every weapon, as I noted above. The race-driven weapons family shows the way races specialize in specific weapons (these weapons all have weapons families from xx001 to xx005 in order of most preferable to least preferable, with the xx being driven by hull size, not race). The AI has been re-written to accomodate these changes. Note that [race]_AI_DesignCreation, [race]_AI_Construction_Facilities, and [race]_AI_Construction_Vehicles are the same for all races. [race]_AI_Research is very specialized for each race.

I have tested this mod for 200 turns, and have not found any problems, but that does not mean that there are none!

Anybody who playtests this and finds something can let me know right here.

Note that, as per usual, there are no graphics in this package. It assumes that you have the downloaded images from the previous version of the mod, plus the latest Image Packs.

Tim, I left Gravimetric Weapons in as a tech for each race so you could play around with it. There are no gravimetric weapons currently in the game, and no race currently researches it.
Attached Files
File Type: zip 377532-B5 MOD v 1_9 Beta 2.zip (1.13 MB, 178 views)
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