Premier Valle
FF: Babylon 5 Mod Team
So far i've changed the <OrPreReq> to <AndPreReq> on Colonization, Terraform, Ship Construction and Basic Artificial Gravity and it's all still loading up and playable.
Some things i noticed on my last play test.
1. Fighters and Bombers do not gain experience i think we need to add this in to the mod it enables the player to build up his units against the Barbs/Pirates.
2. Pirates are forever destroying the Jump lanes, in effect the Jump gates. No one did this in B5 unless there was no other choice. Example Sheridan fighting a Shadow Ship. Is there anyway to make the Jump lanes un-pillageable?
3. After a ship is destroyed is there any way that some form of salvage can be left? This could be used to either add a bonus to a research project through reverse engineering a tech you have not yet learnt or as a hammer bonus to a systems production.
4. The Markab (unamed leader), when i encountered him, had the Hyach Homeworld. I would have changed the names in the files but haven't a full list of their colonies to work from.
5. Missiles are automatically generated by the starbases and relocated to the nearest friendly star system. You can then Rebase them anywhere you want. I don't feel this is very realistic, at least for missiles. Can we make it so that they have to be transported by a transport ship (or a military ship) or change the starbase so that it can store missiles? On planets you would need to build either a Munitions Dump or Missile Silos to store those missiles. Similar to the airfield, a planet can store 5 missiles, 25 with Munitions Dump or Missile Silo. A Munitions Transport can carry 5 Missiles but not fire/launch them.
6. Thought of some new techs to add, Genetic Engineering, Bio-Technology, Living Ships and to remove Fission Power and Beyond the Rim. (Watched the last episode of season 4 the other day Humans don't seem to be ready to go beyond the Rim until the Sun dies, Millions of years from now.)
Your thoughts please?
1. I also agree
2. I believe that jump lanes should be pillageable, yes, it is a Rule of Engagement, "Empires come and go, but the jump gates remain", but as we now many species (like the Centaury) do not always follow the RoEs Let me remind of the use of mass drivers against Narn, or the blowing up of Jump gates in the ISA-Centauri war, also, pillaging a jump lane could be usefull in a retreat scenario, like the humans did in the Earth-Minbari war, effectively delaying the minbari onslaught.
3. I'll see, perhaps by placing goody huts on the destroyed ship's location, but wont be sure... will report later.
4. Yeah, the Markab are a part of the LoNAW, and we still have no name for their leader.
5. Yes, if we make the missiles un-rebaseable, and the starbases capable of holding the missiles, it sould be made, also, this will make the use of resuply ships worth.
6. I agree with the Techs to add, and also agree to remove Fission, but I strongly disagree with the removal of "beyon the rim", after all, Humans were severely delayed by the civil war of 2700, but since this is a "what if" game, such civil war doesn't necesarily have to happen.
7. I agree with Thorgrimms idea, homeworlds should have all the available buildings from the begining... I have seen that this requires python work, I'll look into it.
@ JEELEN
That doesn't sound like something the mod would do, I advise to download your GPU latest drivers, remove the ones you currently have and install the new ones.
Also, the current first contact text string should be changed to something more representative to each species.