Originally posted by Reynanuy
Thank you for your support and kind words. As a reward here is the link for the latest version.
Babylon 5 Mod V3.0
If you want to know what changes have been made have a look below. This may or may not include all the changes/tweaks I've done.
Changes from 2.9
Removed ability of all frigates to open Jump Points they can however still use them.
Changes made to Narn OOB following feedback from Premier Valle.
Strategy text entries added to all Planetary Defence/Assault Units.
Pedia text for Drazi added.
Reduction made to number of squadrons Non-carrier ships can carry following feedback from Kiff.
Changes made to Tech Tree following feedback from various players.
Raider Carrier chance of appearing sooner increased and combat strength reduced to 12.
Babylon Station Wonder now available with Language Translation Tech.
I.S.A. Headquarters Wonder added, available with ISA Tech. Replaces the Babylon Station for Diplomatic Victory.
Drazi Solar Hawk combat animations and Button added.
Reduced commerce modifiers on Spaceports and Research Labs to 5% from 20 & 25%.
Planetary Assault Troops removed and standard Invasion Ship style units put back in.
Changes made to Enlistment Centre.
New buildings added - Gunnery School, Electronic Warfare School, Sensor Systems School, Engineering School, Officer Training School, Medical Facility, Planetary and Orbital Shipyards.
Adjustments made to the benefits given by Ranger Training Facility, Shadow Derelict Excavation, Portal of the Hand, Vorlon Listening Post and First Ones Ruins.
Raging Barbarians now defaults to Off.
There are many things that still need to be done to the Mod to make it the game I want it to be. Unfortunately this requires someone with good or excellent knowledge of C++ and Python. Mainly because there are some ModComps I want to merge in but have been unable to do this myself. I've tried to follow the tutorials but the one for C++ isn't step by step, plain English clear enough for an old duffer like me to understand.
If there is anyone out there who can help us out with the things I'd like to get added please send me a PM and we can go from there.
I just wanted to pop in and say great work everybody, especially to Premier Valle and PsiCorps; whom have maintained this mod going for such a long time. This is probably the best FF based mod by far, probably one of the best all around mods even, and it shows. Awesome job guys! Can't wait to try the new version.
Thank you for your support and kind words. As a reward here is the link for the latest version.
Babylon 5 Mod V3.0
If you want to know what changes have been made have a look below. This may or may not include all the changes/tweaks I've done.
Spoiler :
Changes from 2.9
Removed ability of all frigates to open Jump Points they can however still use them.
Changes made to Narn OOB following feedback from Premier Valle.
Strategy text entries added to all Planetary Defence/Assault Units.
Pedia text for Drazi added.
Reduction made to number of squadrons Non-carrier ships can carry following feedback from Kiff.
Changes made to Tech Tree following feedback from various players.
Raider Carrier chance of appearing sooner increased and combat strength reduced to 12.
Babylon Station Wonder now available with Language Translation Tech.
I.S.A. Headquarters Wonder added, available with ISA Tech. Replaces the Babylon Station for Diplomatic Victory.
Drazi Solar Hawk combat animations and Button added.
Reduced commerce modifiers on Spaceports and Research Labs to 5% from 20 & 25%.
Planetary Assault Troops removed and standard Invasion Ship style units put back in.
Changes made to Enlistment Centre.
New buildings added - Gunnery School, Electronic Warfare School, Sensor Systems School, Engineering School, Officer Training School, Medical Facility, Planetary and Orbital Shipyards.
Adjustments made to the benefits given by Ranger Training Facility, Shadow Derelict Excavation, Portal of the Hand, Vorlon Listening Post and First Ones Ruins.
Raging Barbarians now defaults to Off.
There are many things that still need to be done to the Mod to make it the game I want it to be. Unfortunately this requires someone with good or excellent knowledge of C++ and Python. Mainly because there are some ModComps I want to merge in but have been unable to do this myself. I've tried to follow the tutorials but the one for C++ isn't step by step, plain English clear enough for an old duffer like me to understand.
If there is anyone out there who can help us out with the things I'd like to get added please send me a PM and we can go from there.