Great work on the update, I will be testing it out later in the week! I just got home and will soon be heading back up to school. I hope to get a lot of work done on the tech tree and get one finilized next weekend when I am back up at school again. Also I was looking over the posts from when I was gone and saw someting about the other foums where a lot of this mods info was stored is down. I have forms on a VPS that you can use if you want. This month I am upgrading it to the new vb4
ZEROibis
Hey guys my OS on my main pc failed. I think I can still get my work off of it so that is good but it is going to take another week just to fix this crap now... I am also going out of the country over the holiday so I will not be able to get anything to you guys until January. Sorry about the delay but now I am also buying more hard drives and creating a better backup system so I can fix future bullshit like this faster. I hope you all have a Merry Christmas and I just hope that my computer w
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Looking good [e digicons]:thumbsup:[/e] I have been very buisy with tests for the last week and from the end of the previous week. I will be working on the EA tech again this week. I hope to have a good draft of all the tech in place by the end of next week so that we can then work on the descreptions along with the cost/time ect. Something to think about is how long we want the time lines for this game. Personally it seams that in B5 there are a heavy use of c
I do not think they should be limited by total number it should just the the econ that keeps them in check and the build times. On the highest tech for every race I think things will balence out nicely for the tech max vorlons and shadows. This is simply becuase the time lines for the other races will extend past that of the vorlons or shadows. Speaking on tech I have desided to try to make the tree in excell and start splitting up the tech into the 3 main groups. This
Cool this means that the best way to do shields for the shadows and vorlons will be one that recharges very vast (like virtually instantly) forcing only attacks that completly overpower the shields to do dammage.
Oops I did not even notice the Artemis was missing, I just looked at the Artemis vs Tethys becasue the Orestes is very very slow so it will should not be used except for defence at the start anywyas. Tethysis weaker than Artemis and aparently the Artemis cost as much to build as a Hypernion they both have the same hull strength but
Also as for the shield idea, I was wondering if it could be made so that only beam based weapons are able to virtually negate shields. For example beam weapons should not be stopable by a EA defence grid.
Here is my current EA ship and ability chart for those intrested. The main point was so I could understand the early dates better and what ships did what so I knew what to branch what tech from what: Normal 0 false false false</w:AlwaysShowPlac
Intresting question: amy way to rename the shileds to "interseptor system". We know that the EA and likely other races used intersepters to prevent impact of enemy attacks and thus acted like shields. This way races like the EA could tech up their interseptors and increase restore rates or total capasity. For example I saw that in the dilgar war it was the EA interceptor grid that caused the dilgar to come in close and lose to the EA in their first conflict. It would ne cool to see te
Yea I am taking data now from all avalalbe sources and comparing them to eachother and then placing units in the position based off the most reliable data. So far the most intresting catch was that the nova was first but the hypernion was prefered when it came out durring the dilgar war due to low cost. The company that made the nova used the design to create the omega that became so pupular to compete and drive the hypernion model out.
Hey just wanted to let you all know that I am wokring on the changes recommended and am first getting detailed data on all EA ships. I think that if I have a better understanding of all the EA fleet in the years up to the EA-minbari war I will be able to structure the tech tree better and know what ships to make avalable when. I found this site which seems to have some detailed history as to when some ships came out although I think some of the details on the ship abili
Could be he is using a different version (is there not a free one or something) BTW got nothing on NOD32
Avast seams to find a trodgen in everything. Probibly becuase there is a wide range of false positives from that program.
I will work on adding the changes to the tree as soon as possible. Can someone explain to me what these other stations do? Is the difference something like this: Military station: Powerful Weapons and armor Repair platforms Antimatter restore Ship Yards Hangers Diplomatic Station <p styl
Can we have tech for the following: Anti mater so that reserves and refresh rate can be increased. Ground pounder tech to increase damage given or restored by landers also tech that can decrease the time it takes to deal this damage. Lastly ground pounder tech that increases the amount of loyalty bonus ect.
So here is the tech tree that I have been working on. This is a very rough draft and is to help layout what to put where. I am thinking that the santiago and civil war periods should be combined. Also I have a few questions about tech that I have not put in the tree yet. For now please post sugestions for changes in tech locations and for tech that I did not include. Also please comment
Ah I see so it currently does damage to the planet and thus reduces planet population. With that in mind here is another idea (yea you just read that): It could be made so that if you use it when the planet is at full health it does what you say above as that is the only way for it to work but so that there is actually a reason to do this how about if the planets loyalty increased durring the effect time or something. Think of it like this, your planet is about to be taken over by hos
It has the feature where you can use it on your planets to boost health when low however correct? Also rather than have it take health away if you use it at full health how about this: If power is used when planet health is full the planet health will be boosted by lets say 100 hp over 30 seocnds (this is example numbers only but would be the same numbers as the restore amount that would occure if the planet has dammage) it will then decrease again back to the max over the cource of 4
As for fight over planets I assume you mean the idea where ships drop "armies" to take the planet which causes the planet to take damage over time. Is this the idea you are refering to if so THANK YOU. If not then that is cool too and I will defently be checking out this fight over planet thing.
Yea the tree is only for the first 3-4 sections. As for things like back market tech I do not want to make these lame upgrades that do nothing other than enable other upgrades. I plan to have them unlock some sort of package deal of instant upgrades. I could devide the first tech into two periods if needed or consoladate a later period into anohter. For now I will keep moving and make slight changes like that at the end. A black market trade pack for example could boost trade slightly
It is going to take a few more days for me to finish my work due to some changes in my schedule and classes. But becuase I promissed to have something by the end of the weekend I will show you all a pic of what I have done so far. Note that this is a draft and focuses on the progression of the technology:
Ok will do. Also as for the bonehead manuever. I wanted to know if it was possible to triggere and event that required two ships using an ability at the same time. For example ship 1 uses ability and so does ship 2 and because they are within x distance of eachother an event is triggered. This would allow for the bonehead ability to work as followes. As we know in a last ditched effort to win the EA developed the bonehead manuever to try to take out as many minbari as possible toward
Just finishing the flow chart for periods 1-4 so far 37 different upgrades. Right now I am just focusing on getting the general upgrades to fit into their respective times. In this I mean matching upgrades with the sorts of changes that should be going on in that given period. The chart it a bit of a mess with lines going all over the place but I will post the first version as soon as I am done. Then I will post a revised version that is easier to read. I do have a few questions for s
Today I came up with 7 major periods in EA time line based on the dates provided. I have compiled a list of technology and changes each period containes. Next I will take the list of recommended tech and apply it to the list then I will take that along with my own ideas for tech and create a full tree this weekend. The fist two periods will give EA most of its early tech and ships while the second gives them better relations to make up for the EA-min war in period two. In periods 4-6 things w