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Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I can't recall, but the Earth Force fleet was incredibly HUGE in the 'official' storyline - some ridiculous amount! So I think adjustments will have to be made to maint... What's the opinion of Joe (or Jane) Public?<hr></blockquote>
Now I'm not sure of Jane's opinion, but I'm thinking that the ship numbers have got to come down a bit. 10 000 ships is just too much micromanagement, at least the way the game interface is currently set up, for one person to follow. Of course Joe Public is hoping that B5 and Sci-Fi mods will one day fuse, so for his sake, consider bringing the number of ships in B5 to lower values (or make the ships weaker, but that's a poorer option). |
Re: Babylon 5 Mod
Hmm. I'm just popping into this thread and reading a few Messages back, and have almost no Babylon 5 knowledge, but here are some thoughts on the question of trying to mod based on a universe with 10000-ship fleets.
1. The latest gold patch actually allows 20,000 max ships and bases in space, per player! 2. How many inhabited systems is the B5 populated part of the galaxy supposed to contain? Perhaps a game of SE4 could just represent one part of the whole region, so the player isn't supreme emperor, but a regional governor? 3. You could just assume that in reality, each ship would be about ten, fifty, or a hundred actual ships in the B5 universe, but is numerically simplified for sanity's sake. 4. If B5 has a large difference in size of ships (for instance, the 10,000 ship fleet consists of 10 flag ships, 100 capital ships, 1000 medium ships, and 8,990 comparitively tiny ships, then you could define ship sizes (and/or fighter sizes, and/or drone sizes) that represent squadrons of smaller ships, especially if they tend to operate that way in the B5 fiction. Just some ideas... PvK |
Re: Babylon 5 Mod
Engines:
The engine thing has been pretty much resolved, by knocking all engines down to the same size (roughly). In all my tests this seems to be working very well http://forum.shrapnelgames.com/images/icons/icon7.gif 10,000 Ships: Heh, I wasn't actually hoping for that many ships, not without an equally large fleet of administrators to watch over them. I was just hoping for slightly larger fleets with less maint cost. As PvK said, we don't need fleets of 1000s of ships - and ships can represent squadrons. In my test games I only had a few fleets of no more than a score of ships. As SJ said, we get it working first then scale the maint. Joe Public: Well, I did ask for your opinion http://forum.shrapnelgames.com/images/icons/icon7.gif Yeah, the goal is to make it easy, fun and ultimately mergable with other mods. |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>2. How many inhabited systems is the B5 populated part of the galaxy supposed to contain? Perhaps a game of SE4 could just represent one part of the whole region, so the player isn't supreme emperor, but a regional governor?<hr></blockquote>
Earth Force is just that. Earth. Maybe a little trade with Mars, and the occasional scientific outpost. [ 15 April 2002: Message edited by: Suicide Junkie ]</p> |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Suicide Junkie:
Sounds like mothballing to me http://forum.shrapnelgames.com/images/icons/icon12.gif Something like a -98% to maintenance built into the hulls of ships, and -99% for bases? In that case, purchasing racial maintenance bonuses can reduce your maintenance from 2% down to 0.5% A ship would be good for 50 turns before you've paid enough maintenance to buy a new one.<hr></blockquote> Mothballing would require the Shadows to have a large storage of resources to use to unmothball their ships, which they just don't have. http://forum.shrapnelgames.com/images/icons/icon7.gif And they'd need space yards on all those random planets and moons where they kept their ships. That system could work, as long as you can also reduce the number of colonies that they make. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Earth Force is just that. Earth. Maybe a little trade with Mars, and the occasional scientific outpost.<hr></blockquote> The Earth Alliance has 24 worlds in 14 star systems. |
Re: Babylon 5 Mod
"The Earth Alliance has 24 worlds in 14 star systems"
Ah, I had no idea. From the descriptions there, they all seem to be very small. Can any of them make a serious contribution to the space forces? |
Re: Babylon 5 Mod
Most of those colonies aren't very developed.
Colonists aren't moved around that easy too either. The shadow ships require very little support, one survived on mars for how long and still came back Online fully functional? |
Re: Babylon 5 Mod
Even though EA has 24 worlds in the alliance (many are independent colonies that are only part of the EA for military protection and still have a great deal of independence), Earth is the only 'homeworld' class world. Mars comes a close second and only had something like 3Mil people, and the planet still relied on domes for atmosphere.
This is what I'd like to reflect more of in the facility/colonizing side of the game. I see colony ships costing more and different facilities being added, also going to something more like the proportions Cultural Centers for the homeworlds to increase their importance and contribution to founding the colonies yet maintaining a level of superiority that colonies could only hope to achieve in many, many, many years. |
Re: Babylon 5 Mod
Val: Is this why it takes 2.5 - 4.0 years to build space ports, resupply depots and shipyards? just wondering, as I thought that might be the case when I was testing stuff...
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Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>The shadow ships require very little support, one survived on mars for how long and still came back Online fully functional?<hr></blockquote>
~1000 years. They had hundreds (if not thousands) of ships in the exact same situation as the one on Mars. |
Re: Babylon 5 Mod
Yeah, that is part of why it took so long. Facilities are actually going to be multifunctional, rather than single purpose (other than the monoliths).
Here's what I was thinking about: Facility What it does Homeworld S.Port, Res Gen/Store, Intel/Res Gen Colony Same as homeworld but at lower levels Manufacturing Col Storage, Space Yard, Sup Generation, S.Port Mining Colony Res Gen/Store (Min & Rad) Agressive Min Col Same, but reduces planet value and condition Agricultural Col Res Gen/Store (Org) Depot Res & Cargo Storage, Sup Gen Arceological Site Research Gen + ?? Military Outpost Training, Supply Gen, Cargo Stor, Reduced Maint Listening Post LR Sensors, Intel Gen Ship Yard Space Yard, Comp Repair, Cargo Store Medical Center Plague Prevention, Pop Happy, Research Gen Recycling Center Resource Reclaimation As tech advanced, there would be better Versions of some of these facilities - with higher yields or extra abilities (eg: Med Center - Mod Reproduction, Mining Col - Improve % for system). There would also be a few special facilities for the races, like: Psi Core (EA) Intel +%, Change Bad Intel Chance Great House (Cent) Various production bonuses Hive (Gaim) All in one, very productive, suffers on Intel/Research Corp Cntr (Brkiri) Res bonuses Relig Cntr (Min) Less Bad Events, Pop Happy, better Research We could also add cities of various sizes (like in proportions). What do y'all think? |
Re: Babylon 5 Mod
I know some people were having trouble with which data/ai files to use in the mod.
Here are ALL the files for the following Folders: /B5Mod/Modinfo.txt - Replaces file /B5Mod/AI/ - Replaces all /B5Mod/Data/ - Replaces all /B5Mod/Dsgnname/ - Replaces all /B5Mod/Empires/ - Replaces all /B5Mod/Pictures/RaceNeutral/"Race"/ - Replaces AI for all B5 Neutral races /B5Mod/Pictures/Races/"Race"/ - Replaces AI for all B5 races Be sure to delete all the AI files that already exist in the /B5Mod/Pictures/Races/"Race"/ directories before installing the new ones as all the AIs are not yet complete and need to default to the generic AI. DataAI041602.zip |
Re: Babylon 5 Mod
Val,
Are these the mod files for the GOLDVersion of SEIV, 1.67 patched even?? If YES, would you mind mentioning how you are supposed to apply a whole mod, do you just unzip the files, replace existing ones, or use some form of mod tool off the CD??? Ta very much Andy /B5Mod/Modinfo.txt - Replaces file /B5Mod/AI/ - Replaces all /B5Mod/Data/ - Replaces all /B5Mod/Dsgnname/ - Replaces all /B5Mod/Empires/ - Replaces all /B5Mod/Pictures/RaceNeutral/"Race"/ - Replaces AI for all B5 Neutral races /B5Mod/Pictures/Races/"Race"/ - Replaces AI for all B5 races Be sure to delete all the AI files that already exist in the /B5Mod/Pictures/Races/"Race"/ directories before installing the new ones as all the AIs are not yet complete and need to default to the generic AI. DataAI041602.zip[/QB][/quote] |
Re: Babylon 5 Mod
Sorry, the AI/Data files are for 1.49 still, once we have completed the mod and it works in 1.49 we will convert it over to Gold.
To apply these files to a 'whole mod', you need to make a subfolder in your SEIV GOLD folder and call it B5Mod, then you would copy in the folders following the same structure as in the SEIV Gold base folder (AI - Data - Dsgname - Empires - Pictures - etc. folders), though you would only copy over the new stuff to those folders. The you can use ModLauncher to choose this Mod and play it. By putting it in it's own folder and choosing that mod, what will happen is that the game will first look in that directory for the needed files, then move to the base directory for any files it doesn't find there. So, you could just put all the Races in the Pictures folder (even without AI) and have a 'mod' that would feature the B5 races but uses the generic AI for them. |
Re: Babylon 5 Mod
More good news, the Spaceports site is back up - though I do need to update it!
I am thinking about posting the mod as one zip called "CoreMod-Version###" and then post zips for "ClassicDataAI-V##" and "GoldDataAI-V##". Then post any updates to the Core seperately. What do y'all think? B5 Mod Homepage |
Re: Babylon 5 Mod
Posting the whole thing in one file would be good.
Did they ever respond to your request for a space upgrade? |
Re: Babylon 5 Mod
I'm up to 35 MB, so I can post the files in the 'new' format later this week. Hopefully it will save people some headaches. Also, by making a 'core' section people who want Gold B5 can at least have the framework for their game - even if it is only using the basic AI from Gold.
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Re: Babylon 5 Mod
Val: whatever works between you and spaceports. as long as an explanantion is given there or here as to how/what on d/l and placement of files(me being a simple minded person http://forum.shrapnelgames.com/images/icons/icon12.gif )
[ 18 April 2002: Message edited by: pathfinder ]</p> |
Re: Babylon 5 Mod
I noticed that this seems to be a pretty extensive project. I was kind of curious if someone on the inside might be able to give a synopsis of what exactly the BAB 5 is going to offer. I suppose I could read the 627 Posts to this thread but that could be pretty time consuming. Also I am curious if there may be a projected date that this may be unveiled to the public for use. I appreciate it, and am a big Bab 5 show fan. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Well, my participation is merely a johny-come-lately beta tester for the group. From my (sorta, somewhat) objective view, Val and the others are trying to make an SEIV mod that can be as true and "realistic" to the TV show as is feasible within the SEIV game engine.
Gonna be tough to do but it sure seems like they are going to, at least, make a VERY interesting and different mod. Unique weapons for each race (12? or more races), possibly some proportions mod type stuff, other unique race stuff/sbilities...and this is a VERY short list http://forum.shrapnelgames.com/images/icons/icon12.gif Been interesting and fun testing so far! (aside from losing some of my hair trying figure out 1 challenge..hehe) |
Re: Babylon 5 Mod
Val:
You should put a link to the sight in your sig. |
Re: Babylon 5 Mod
Ok, I've uploaded all the files in a more user friendly download. I am working on the webpage now that explains what you need to do to get it running. What I'll most likely do is make the Geocities site (the old homepage) into a place where you can d/l the individual Groups of files (like it was) and the Spaceports site the 'all-in-one' d/l. By tomorrow it should be up and running.
TNARG: Go check out the website B5 Mod Homepage and check the history and info pages. Our goal is (as Pathfinder put so well) to make a mod that will give the player the feel of the B5 Universe. This includes a lot of reworked art (ship components, warp points look like jump gates, events, races, etc.), new weapons (based on the AoG B5 Wars ship combat game) and a bit more of a 'realistic' feel (like proportions). The mod is playable, although the AI is currently only using the basic weapons (unique racial AIs have not yet been built) it does work well for human v. human. Give it a try, updates will be posted on the website (with notification here), so once you download the core mod and the 1.49Data files you will be able to keep up to date. Let us know what you like/don't like. Pathfinder: Thanks for the kind words and compliments http://forum.shrapnelgames.com/images/icons/icon7.gif We can only hope it is enjoyable once it is done! IF: Done. [ 18 April 2002: Message edited by: Val ]</p> |
Re: Babylon 5 Mod
WHHOOOAAAAHHHH! I just downloaded the core b5mod, and I must say that I can hardly contain myself.
This is super, exactly what I have been looking and waiting for, well not exactly, but pretty darn close. So does anyone have an inkling of when perhaps this little gem may come together? I am also glad to hear that aspects of the Proportions Mod are or perhaps may be incorportated. It just seems to add a bit more realism. Please say that the finished Version (I completely understand that there is a great deal of work going into this)is just around the corner. Swell, keep up the good work, looks excellant so far. |
Re: Babylon 5 Mod
Tnarg:
Glad you like http://forum.shrapnelgames.com/images/icons/icon7.gif The next release should have a few 'proportions' like mods made to it, and hopefully AI for the individual races. Rambie is also working on Victory/Defeat pics and those should be included as well. I am also working on the jump gate open/close animation for when a new gate is open or an old gate falls into disrepair (right now a warp point opens). SJ is working on specialty armors, and Master B is looking at the AI. SO, not right around the corner, but close! Everyone (including Lurkers): Anyone who has downloaded the whole shebang, I would love to hear what you like and don't like so far. What does it need to feel more like "B5"? How is the generic AI so far? Do you want anything else as we develop it? Thanks! |
Re: Babylon 5 Mod
I've noticed in the Pictures folder that there are quiet a few files for new component art; however, when I load a game it is the regular SEIV components. Am I forgetting to do something?
Also the ship-sets look outstanding. My only gripe where that several races (namely the main ones) had the same weapons platforms, satelites, mines, or even space stations. I don't know, just an observation. Other than that woooahh. |
Re: Babylon 5 Mod
tnarg: naw, the AI files haven't been loaded with the race-specific stuff IIRC. For instance the Minbari and a coupla other races use a special race-specific crew quarters which you see IF you have the AI setup to get them (or you do it yourself). Also the Race-specific weapons haven't been enabled in the research.txt files or designcreation.txt files. They will be sometime (and trust they are pretty neat http://forum.shrapnelgames.com/images/icons/icon12.gif ).
Val, et al: hehe, I d/l the latest build and will let ya'll know what I think in my usual, socially despicable manner http://forum.shrapnelgames.com/images/icons/icon12.gif [ 19 April 2002: Message edited by: pathfinder ]</p> |
Re: Babylon 5 Mod
Small thing noted: several of the generic pics have "generic" spelled wrong.
Also the intro screen rocks! AI (EA) is producing ships (escorts mostly) but the mineral/radioactive production can't keep up (*shrug* so what else in new...this been an old problem IIRC) [ 20 April 2002: Message edited by: pathfinder ] [ 20 April 2002: Message edited by: pathfinder ]</p> |
Re: Babylon 5 Mod
Hehe, I wonder what the Minbari are up to, they just finished researching planetary weapons and got mass drivers I & II. http://forum.shrapnelgames.com/images/icons/icon12.gif
So far so good....no big glitches... |
Re: Babylon 5 Mod
Very nice. http://forum.shrapnelgames.com/images/icons/icon7.gif
I am playing EA and there seem to be missing pic's. Comps 697 and 702 fighter engines. There may be others but I havn't run across them yet. Also when a fighter is created by the AI it will show a speed 6-8 in the design screen. This normally would mean speed 3-4 in combat. Instead they have only a move of only 1. Slower than that of ships. I believe this is due to it not being given a fuel source. [ 20 April 2002: Message edited by: Rich04 ]</p> |
Re: Babylon 5 Mod
I suggest building a primary reactor right into the fighter hull. You could then add secondary powerplants if you want your fighters to carry bigger-than normal guns.
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Re: Babylon 5 Mod
There are fission/fusion/gravimetric, etc cells that are the fighter power supply http://forum.shrapnelgames.com/images/icons/icon12.gif , so those have to be placed into the fighter hull for "supplies"...
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Re: Babylon 5 Mod
The Gaim Light Cruiser bmp is named:
Gaim_Mini_LighttCruiser And the Medium Fighter is named: Gaim_Portrait_FighterMed [ 20 April 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
Is there any way you could split up the download of the B5modcore file? 16.8 megs on a dialup is going to take a loooonnnngggg time.
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Re: Babylon 5 Mod
I think Val is but at a different site ZeroAdunn.
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Re: Babylon 5 Mod
Whoever has the B5mod email: Please look for an e-mail from me. Bug report sent earlier today
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Re: Babylon 5 Mod
Tnarg:
I would like to see a the racial pics changed as well, and that is something that will happen in time http://forum.shrapnelgames.com/images/icons/icon7.gif PF: Spelled Generic wrong? Must ahve been a long night... Have to fix that. You can thank Rambie for the cool intro screen. He's also working on some victory/defeat pics. Is it only the EA AI that is running out? Also, got your SAV and I will load it to see what is going on. Rich04: Like the quote in your sig! I think those 2 pics aren't made yet, will make them and post this week. I believe I may have forgotten to tell the AI to give fighters a fuel cell, I will remedy that in the next AI and DATA post (also see the SJ note below). SJ: Do you think it would be better to build the fuel cell in, or just make the AI put it on? I can do the same thing I did for the reactors on ships. IF: More spelling erorsr http://forum.shrapnelgames.com/images/icons/icon12.gif , I ficks them aswell. ZeroAdunn: I am working on posting a splitup Version at the older Yahoo site. I'll post here when I finish. |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>SJ:
Do you think it would be better to build the fuel cell in, or just make the AI put it on? I can do the same thing I did for the reactors on ships.<hr></blockquote>I was thinking both http://forum.shrapnelgames.com/images/icons/icon7.gif Give a decent Built-In reactor (cell), and have the option of adding more power if you want the fighter to have more range and/or big, powerhungry guns. |
Re: Babylon 5 Mod
Val: EA, Centauri, and either ShagToth or Hyach (uses generic AI only)..... LNAW were in fine shape as were the Minbari. Seems this is either early or mid game problem as I met the EA in another game later 1 on 1 and they did not have that problem.
On the SAV: Not sure what was going on...1st the RCE showed against EA, I went to them, seemed to go away, then showed up with Centauri...never found cause of it there and it didn't go away. Shame too, was shapeing up nicely. One note: seems the Minbari and LNAW get along great. every time they start near each other they go straight to a partnership.. [ 22 April 2002: Message edited by: pathfinder ] [ 22 April 2002: Message edited by: pathfinder ]</p> |
Re: Babylon 5 Mod
Good to hear the LNAW allies with the Minbari, LNAW is supposed to be mostly friendly and partnership oriented, Centauri/Narn are too hot headed to ally I would imagine. Not so sure 'bout the EA.
I will work on all the mentioned things. Need to try to track down that error too, I don't want to get that far and have to give up! |
Re: Babylon 5 Mod
What causes RCEs? I got one in a 1 v1 of the ShagToth vs Hyach. I am playing as ShagToth with minimal AI ministers. Sure it is something in the Hyach (some action) but sure what to look for..
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Re: Babylon 5 Mod
Anyone know how to get the Babylon 5 mod (ships/ai/data) to work on a stock Version of SEIV:Gold? This is the first mod I have tried, and I just get errors when I try to just throw the files in the directories, or use the included mod launcher from the CD.
The errors include things like "Cannot find field "..." in record 1." Thanks for any help you can give. |
Re: Babylon 5 Mod
Rio: You won't at the moment. Strictly v 1.49. You CAN use the shipsets, just not the AI and data and components files...yet...the mod is being tested on V 1.49 first then on to Gold... http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Crud, I was really looking forward to playing with the modified techs and AI's. The ships look great though.
Well, when time comes around for testing with Gold, feel free to email me. |
Re: Babylon 5 Mod
Don't worry.
Once the 1.49 Version is done, the gold Version can be created from it in an hour or two. |
Re: Babylon 5 Mod
Aye, and therein lies the rub.
How long do you expect it will take for the 1.49 finished? I'm not exactly sure how long mods for SEIV take. |
Re: Babylon 5 Mod
Has anyone else encountered the RCEs? I can't seem to lock down the whys, not sure if it has something to do with one of the Generic AI files or what...
We're getting a bit closer to finished with the mod, I plan to spend some time this weekend on the facilities and then the AI to use/research said facilities. |
Re: Babylon 5 Mod
Val: I pulled this from a search on RCE's:
Atrocities: "RCE's can be caused by many differant things. I would recommend that you uninstall and reinstall the game. Then add your extra's one at a time. Most RCE's were caused by Computer Controlled AI trying to do something really dumb like refit a ship that could not be refit." I'll try turning off a minister at a time to see if I can get past the RCEs.. Hmmm...could not get past in that LNAW RCE but in the ShagToth/Hyach game I had one in, I went to the Hyach, turned off design minister for 3-4 turns and no RCE. *shrug* BTW silly AI (Hyach) is sticking like a bunch of Advanced fission engines to make a movement of 24 with only one 1 mine sweeper component in a cruiser based minesweeper http://forum.shrapnelgames.com/images/icons/icon12.gif . They use a default AI from the AI folder... [ 24 April 2002: Message edited by: pathfinder ] [ 24 April 2002: Message edited by: pathfinder ]</p> |
Re: Babylon 5 Mod
Thanks for the research!!!
You know what, I'm looking at the AI after what you said, and I only ever really fully updated the Attack ships. I need to finish the AI for the other ship, fighter, troop types. Then maybe these RCEs will go away. |
Re: Babylon 5 Mod
Val,
I'm back and I just found a cool website that has some very cool ship sets for the B5 mod you are working on. It's "Ultradrive.com/b5.htm", you probably already have this but I thought you may like it anyway. Plus anyone else who is interested can check it out. Klebdog |
Re: Babylon 5 Mod
I'm looking for a few players for a B5 MOD Multiplayer game for SE4 Classic... anyone interested let me know via Email.
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