it's first generation stealth technology seems to be working if you can't see it.It may just be my computer screen, but I can't see any minbari ship in the pictures. Perhaps the skin is to dark?

it's first generation stealth technology seems to be working if you can't see it.It may just be my computer screen, but I can't see any minbari ship in the pictures. Perhaps the skin is to dark?
Hmmm, that's a new one, i'll check that one out right now.Playing as EA and I don't know where the colony ships are? According to the tech, I should already have them!
It may just be my computer screen, but I can't see any minbari ship in the pictures. Perhaps the skin is to dark?
Yes the skin is a dark one, and tho the ship is meant to go unnoticed, it should at least be game visible... anyone else can't see the ship?
I'm already thinking to lighten up the skin.
@ lftobias
Welcome to the forums!![]()
Which one do you like the most?, my vote is like this
1st place Gorith
2nd place Toreth
3rd place Thentus
@ Premier Valle
you should have a look at the entire galerie here: http://b5.hc-gamer.de/ - it´s the mod for which Amras created the Narn Carrier. It´s always aworth
As far as I understand de Th'Nor is a cruiser, not a corvette (or equivalent), for what I know, the Th'Nor was the first cruiser class the Narn were able to field.I prefer the Thentus design for the Narn Olympus equivalent (only problem with this is the ThNor is the Narn equivalent of the Olympus and we have that one, the Thentus got promoted to Destroyer class, however, i can switch them around with very few problems.)
I googled Rongoth and every source described it as a Destroyer, not a carrier... yet the Gorith is described as a fighter...At the moment the Gorith is the Narn fighter class and the Carrier is the Rongoth class. BUT that carrier is awesome and i'd love to see it in the game. If you wish to rename it i have no objections, just means a few XML changes.
I was also thinking how Technomages could fit in the mod, and your idea is great. But since every race will have its own technomage, there is no need to make it a UU for every race. I believe there is a XML tag uses to restrict the number of units of a given class that a player can have... check the "corporation executives units" (don't remember the unit name) if memory serves me well they are production limited.I've also been thinking about having a Stealth ship in the game. Each race could only have one of them as technically the ship doesn't belong to the building race, it belongs to the Technomage that is supporting the player race. So my first task is to see how you add a national unit to a race that each race can only build one of. Then i need to re add the stealth ship to the game. Obviously with it being a Technomage ship it is going to be quite advanced so you are going to need all of the Cybernetics techs as well as AI and stealth technology to build it. Re-shading the current Stealth ship should work fine but if Premier wishes to build one from scratch i won't stand in his way.
You have a point here, the Thentus fits more their initial dessign pattern indeed.Thanks for updating the liandra skin. For the narns, the Gorith is the most awsome, but the thentus fits their previous ship design pattern better.
Actually, I remember being in that page before,... yet I didn't pay attention, thanks for bringing that site to my attention (and indirectly providing better reference for such carrier).@ Premier Valle
you should have a look at the entire galerie here: http://b5.hc-gamer.de/ - it´s the mod for which Amras created the Narn Carrier. It´s always aworth
But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.
The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.
I'm happy with doing that. Once i get the next lot of ships incorporated i'll switch them around.I say we should use the Th'Nor as the Hyperion or Nova equivalent.
Quote:
Originally Posted by Brenador
But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.
The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.
Noticed the same thing; this has been so in previous versions as well.
I played 173 turns as the Minbari.
The mod has great potential, and I really like it that the races are very different from each other. But there is a serious problem, which is that the AI does not expand. I was playing on Noble difficulty, in a huge spiral galaxy, and none of the AI races built any colonies, while I had four colonies. Only three of the 10-12 AI civilizations that were in the game even had the technology for colony ships.
The barbarians, who were called Aliens, made the early game interesting for me, but I think the AI can't handle them.
I've been playing a game as the EA to see what is going on in general. One of the things i forgot to include in the most recent version was the new map for Babylon 5 that i have created. Something new for the next release that you now know about.
There is one several pages back, we do have jump technology alreadyAlso, there is probably a big discussion regarding hyperspacing already, where is it?
No ETA on the WhiteStars yet... perhaps on the 5th ship pack.Besides that, the potential of this is great! I can't wait to see some White Stars running around.
# Remove Buildings which don't belong
aiNeverCaptureList = [ CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_INTERPLANETARY_BEACON'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_CAPITOL'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_UNIVERSITY'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_MINBARI_CASTES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_NARN_CIRCLES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_CENTAURI_HOUSES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_HUMAN_COMMUNITIES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_BRAKIRI_WATER_CLANS'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_DILGAR_SCIENCE_STATION'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_HUMAN_COMMUNITIES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_DRAZI_PURPLE_GREEN'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_PAK_MA_RA_COUNCILS'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_GAIM_HIVES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_MARKAB_MORALITIES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_LEAGUE_COLONIES'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STELLAR_MARKET'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STAR_FORTRESS'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_AIR_DEFENSE_NETWORK'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_CAPITAL_SHIPYARD'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_SQUADRON_FACTORY'),
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_COMMERCIAL_SATELLITES')]