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pathfinder April 25th, 2002 03:13 AM

Re: Babylon 5 Mod
 
Val: I shut the AI down completely in my little ShagToth/Hyach test game and got past the RCE there. I did notice that it was doing a good bit of calling a ship a new design but a message would pop up and say "designame X is a duplicate of designame Y".... wonder if this has something to do with the RCE? One of the shipss ( an escort I believe) was being retrofitted within a fleet but after I shut the AI down that stopped the retrofit and the ship went on its merry way with the fleet and missing a component (not sure if it was an engine or weapon)...

UPDATE: At least in this ShagToth/Hyach game shutting off the design minister seems to enable getting past the RCE in this game. The re was a message about a duplcate ship design/retrofit...

[ 25 April 2002: Message edited by: pathfinder ]</p>

Val April 25th, 2002 03:20 PM

Re: Babylon 5 Mod
 
I would be interested in a PBW test run, though it will depend on available time - as I just switched job locations.

I've been reworking the AI, and think I may be close to fixing some of the RCEs, hoping to have one for y'all this weekend.

Val May 3rd, 2002 04:51 PM

Re: Babylon 5 Mod
 
I have some new updates I will be posting soon - which include reworked facilities, some new ship types (including Repair Tugs), typo fixes, added stars to Nebula/Black Holes (for reactors to work right) and AI_Designs for everything from Fighters through Planet Killers. Right now I am just trying to find out how to pick the starting facilities.

In the works I have specialty facilities for some of the races (the main ones and some of the major LNAW races), new weapons, new specialty race components and some new art.

Sorry for the delay since the Last post, been busy!

pathfinder May 3rd, 2002 10:34 PM

Re: Babylon 5 Mod
 
S'ok Val. R/L can be a drag. And with the size of that components file to deal with...whew.... http://forum.shrapnelgames.com/images/icons/icon12.gif

Val May 3rd, 2002 10:57 PM

Re: Babylon 5 Mod
 
Thanks http://forum.shrapnelgames.com/images/icons/icon12.gif

Here are the latest batch of changes to the Data and AI files:

DataAI050302.zip

The new AI for ship construction is not yet in there as I am still testing it, but it does have revised facilities (more will follow once these are tested) and some new ship types (repair tugs).

Just unzip the file to your B5Mod directory and let it replace the old files.

As usual, let me know what errors you find.

Also, does anyone have any ideas for race-specific facilities and abilities for them? Some of the ones I came up with:

Psi Core Base (EA) - Improved Intel, Pop Happiness decrease, less chance of bad event/intel

Great House (Centauri) - Improved Version on Manufacturing center, reduce planet value (they had a habit of 'raping' worlds)

Religious Center (Minbari/Markab) - Improved Hap, Combat bonus in system, bonus research

Hive (Gaim) - Increased production, less research

Corporate Center (Brakiri) - Production bonuses

Now y'all give me some suggestions http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder May 4th, 2002 04:03 AM

Re: Babylon 5 Mod
 
I am 50 turns in and so far so good.

Hehe, it sure takes awhile to build hubs http://forum.shrapnelgames.com/images/icons/icon12.gif

[ 04 May 2002: Message edited by: pathfinder ]</p>

Gil Hamilton May 4th, 2002 09:24 AM

Re: Babylon 5 Mod
 
Thought it'd be different to have the 666 post here.

VAL- Some suggestions...

1) Psi Corps

2) I'll have to check out the mods, but Minbari facilities might also include something with increased production for the worker class, and something with an incresed ability or two for the warrior class. It was rumored they were delving into bio-organic tech. 3 basic Minbari Languages and 97 different subtongues should make for interesting scenario possibilities with these guys!

3)How about some of that excellent tech. only breifly glimpsed at down on Epsilon 3 (planet Bab 5 orbits)?

4) Not too sure about reduced Hap. for Psi Corps facilities- but how about intel centers with 2x, 3x, or even 4x effectiveness over regular ones with appropriate research branch, or, just th Nx modifier to reg. ones?

Can't wait to get into the new mods! Give a "hollar" if you'd like a hand in ship graphics area. I'd offer more, but not edumacated enough in modding yet. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ 04 May 2002: Message edited by: Gil Hamilton ]

[ 04 May 2002: Message edited by: Gil Hamilton ]</p>

pathfinder May 5th, 2002 01:48 AM

Re: Babylon 5 Mod
 
Val: I like the premise of these hubs (and the other facilities). While they take awhile to build, they make sense in a "realism" type of sense. Also they will make strategy much different (IMHO). Is this an idea from the proportions mod?

pathfinder May 5th, 2002 03:33 PM

Re: Babylon 5 Mod
 
1 minor quibble: on the research colony---it should be spelled: archaeological.


hehe, this Version has me intrigued..the hubs are provided some thought(uses, when/where to build, etc)

[ 05 May 2002: Message edited by: pathfinder ]</p>

pathfinder May 5th, 2002 04:45 PM

Re: Babylon 5 Mod
 
One thing puzzeling me: All the races, if at war early in game, seem to have a heck of a time allocating resources (they run out)...


They are also doing a lot of designing "new" ships which are actually duplicates, therefore generating an error message.

[ 05 May 2002: Message edited by: pathfinder ]</p>

Val May 6th, 2002 05:45 PM

Re: Babylon 5 Mod
 
Gil:

Psi Corp will appear for the EA as a facility (or two), some special ship components and possibly the Black Omega Squadron.

The Epsilon 5 style techs will be available as 'Runins Techs', in fact, once the mod is done that will be the only way to get a planetary gun (Weapon platforms will be vanishing as they was no real evidence/mention of planet based defenses).

I was going to do the reduced happiness because of the uneasiness humans have towards psykers.

If you are up for some art work, I am trying to find screen shot examples of the computer screens to work on the interface. Also, if you would like to do a shipset, there are many races that could use more ships (Drazi, Brakiri, Vree)


Pathfinder:

The Hubs are inspired from the 'realism' in the proportions mod and accented by SJs pop production curve. One way to speed their production is to ship in more colonists. The costs are actually based on the original SE IV facility costs, but you pay for everything in it (I broke down how many minerals per point) and then added organic and mineral costs. They are meant to slow down expansion. I am adding ship components next that will allow more diverse fleets, things that will effect maint costs.

More spelling errors! You should have been around during the fission/fusion mess!

Hmm, you're right about the races designing too often. I will test more and I think I may up the starting resources a bit to help the AI out.

Any ideas from anyone on how to slow designs down?

Captain Kwok May 6th, 2002 05:55 PM

Re: Babylon 5 Mod
 
I not a big fan of the Babylon 5 series, but I downloaded the Bab 5 Mod and took a look around. I must say that I am very impressed by the amount of work that has gone into the files and graphics. Well done.

After this, any chance of working on a Star Trek Mod? I think such a product could use your dedication.

ts22 May 6th, 2002 07:16 PM

Re: Babylon 5 Mod
 
I also recently checked out this mod and was amazed at the level of detail. I kind of wish I knew more about B5, it's too bad they don't have reruns on tv. The show must have been great to attract such a devout following. Besides, after watching the show, I might have an idea about what the races are supposed to be all about!
As for the Trek mod, I posted to the SciFi Crossover topic to find out what the status was but no one replied. I assume the Trek part of the SciFi Crossover mod never got completed. Anyway, although I have no graphic/drawing abilites, I would be willing to help on AI, descriptions, etc. if someone was to get a Trek mod started.
Regardless, great work on this mod!

wr8th May 6th, 2002 07:20 PM

Re: Babylon 5 Mod
 
The reruns are on Sci-Fi

ts22 May 6th, 2002 07:57 PM

Re: Babylon 5 Mod
 
Ok, what I meant to say was that I don't have the Sci-Fi channel. http://forum.shrapnelgames.com/images/icons/icon9.gif

wr8th May 6th, 2002 08:13 PM

Re: Babylon 5 Mod
 
Wow, someone whose cable sucks worse than mine (assuming you have cable). I didn't think it possible http://forum.shrapnelgames.com/images/icons/icon12.gif

Truly, if not for Sci-Fi, TNN and THC (the History Channel, not the plant product) I'd probably kill my TV.

Val May 6th, 2002 09:37 PM

Re: Babylon 5 Mod
 
Capt. Kwok:

Love the Geezoid pic in your sig, looks cool!

Glad you liked what you saw, we're hoping to make something that is SE based, yet give it a more 'unique' feel.

I know there were some people working on a Star Trek Mod as part of a Sci-Fi crossover between SW, ST & B5, but I haven't heard much in a while. I can't speak for anyone else working on this, but I know I'd be more than happy to help with a Trek Mod once we get this more or less done.

TS22:

Thanks for the compliment as well, a lot of people have worked hard to get this mod going, with any luck it will be a good simulation of the B5 universe. You may want to post in the Sci-Fi x-over mod thread again, or maybe start a new thread and try to attract some people to assist in a Trek Mod.

If you are interested in the various races, I am trying to type in a little bit on each race at the website (check my signature).

Hope you get a chance to watch more of the show, the detail and storyline was very well done http://forum.shrapnelgames.com/images/icons/icon7.gif

Wr8th:

Good taste in channels, though I think I'd add on TLC & Discover http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 6th, 2002 11:25 PM

Re: Babylon 5 Mod
 
Val: ran into another RCE late Last night. I'll check it out as soon as I can and either isolate it or email you the save game. Shame too, again just as the game was getting interesting (mid-game?) I think it may have to do with the design minister and refit (was the Last time) but not sure...

pathfinder May 7th, 2002 01:14 AM

Re: Babylon 5 Mod
 
RCE over come, at least temporaryly by turning off the design minister in the LNAW. One thing I notice, both the ShagToth and LNAW are building carriers like crazy BUT no fighters being put into them...

I know the ShagToth have fighters but simply aren't filling the carriers....not sure about the LNAW, didn't look that close...

Captain Kwok May 7th, 2002 05:56 AM

Re: Babylon 5 Mod
 
Val:

Thanks. I'm hoping to finish off my Geezoid Fleet sometime this month. Hopefully I will actually finish this one as I have enough stray ships already on my computer.

I look forward to the end product of the Bab 5 mod...what's the ETA on the first fully functional Version?

Also, what program(s) have you used to create the new component pictures and such?

[ 07 May 2002: Message edited by: Captain Kwok ]</p>

Val May 8th, 2002 03:49 PM

Re: Babylon 5 Mod
 
Cpt. Kwok:

Looking foward to the finished product http://forum.shrapnelgames.com/images/icons/icon7.gif


Pathfinder:

I'm testing out some new AIs that seem to be doing a bit better, I'll most likely upload within the week http://forum.shrapnelgames.com/images/icons/icon7.gif


Everyone:

The new facilities are giving the AI some problems, so I am changing them a little to make the AI work (I would love it if you could tell build queues to work off a family number!!!!).

I've added ship class components for a variety of maint reductions : Civilian -90% maint, Corporate -70% & Military -50%. They are 0 space components that can be put on any ship or base. The down side is that Corporate and Civilian crews are poorly trained in comparison to Military crews and they suffer penalties to their attack and defense. I am testing these with the AI right now.

Other things I am working on: adding more ruins tech (including - Planetary Gun, a few unique weapons, Automation for ships and a few others), Shadow/Vorlon influenced ships, Gaim and Hyach unique techs, crew upgrades for ships/fighters/bases and Station Keeping drives for Bases. Also working on Stations that will be constructed like a Ring/Sphere world, so you can do a project like the Babylon Station and then have it have facilities on it.

Also wanted to thank Simon for the Repair Tug and SRB ideas (among many other ideas he sent).


Finally - does anyone know how to specify a specific star in the systemtypes.txt file? I want to make the Black Hole/Nebula star the blank black mask to make it 'invisible'. Thanks!!!

Val May 8th, 2002 04:22 PM

Re: Babylon 5 Mod
 
I have a question for y'all (including the lurkers http://forum.shrapnelgames.com/images/icons/icon12.gif ):

Since the beginning weapon platforms were going to be removed from this mod - forcing players to rely on satellite and base defenses (and picket ships) to protect the planet. My original reason not to include them was that there was never any episode (or book) that had planetary based defenses that were able to fire into space/orbitting vessels. Usually the defense of a planet was done by ships, bases and satellites. The only notable exception was Epsilon 5 - which will be an available Ruins tech.

As it stands right now, most capital ships can't harm an established planet (as all facilities provide shields) unless they use Planetary or Biological weapons (there are exceptions, such as some Shadow weapons), so capital ships aren't as much a threat to planets (except newly formed colonies).

Recently someone mentioned that they would like to see WPs remain in the mod, and he made some good arguments (which I hope he will type in this forum).

I would like to know what y'all think http://forum.shrapnelgames.com/images/icons/icon7.gif

wr8th May 8th, 2002 04:37 PM

Re: Babylon 5 Mod
 
IMHO, it would seem that a lessened reliance on WPs for planetary protection (especially for new colonies) would mean having a greater dependence on fleet patrols of the other empire rim systems... You can no longer have a rock (Singapore/Hong Kong type) sitting there like an unsinkable gun platform, but rather it forces you to make use of it as a forward staging base for incursions (or threat thereof) of an opposing empire. This will probably elicit a major re-thinking of strategy from the unmodded Version.

PS: looking forward to the release of this mod for Gold. Already downloaded the earlier Version for perusal and am impressed by the scope of this mod. Might even get a B5er friend of mine to buy the game....

[ 08 May 2002: Message edited by: wr8th ]</p>

Captain Kwok May 8th, 2002 04:53 PM

Re: Babylon 5 Mod
 
Val,

If you still want to remove the Weapons platforms then maybe you can increase the size of satellites...or even make the weapons platforms into "orbital platforms" (as in ST-DS9) that are capable of delivering a punch to an incoming fleet.

PS - Didn't Earth in one of the Bab 5 shows have extensive missile platforms orbiting the planet?

[ 08 May 2002: Message edited by: Captain Kwok ]</p>

Val May 8th, 2002 07:08 PM

Re: Babylon 5 Mod
 
Wr8th:

Glad you are enjoying and that your friend is considering SE to play the mod (not that there aren't enough reasons to own it anyway http://forum.shrapnelgames.com/images/icons/icon12.gif ).

As you said, I'd prefer a slightly different strategy than the 'Rock' for planetary defense, and force people to actually use picket lines and defensive ships a bit more.

Cpt. Kwok:

There were a few episodes that showed the defense grid around Earth, but everything was orbital, not planetary based. This can be done with sats and bases - though I do believe sat size needs to go up, as you suggested. A 'DS9' can be achieved by building a Base and arming it as you see fit.

Captain Kwok May 8th, 2002 07:46 PM

Re: Babylon 5 Mod
 
What I meant by DS9 was the Orbital platforms the Cardassians and Dominion used in a few episodes...they were essential big, big, satellites with lots of power. So, I guess it makes sense just to add a few larger satellite sizes...maybe up to 200-250kT?

Val May 8th, 2002 08:49 PM

Re: Babylon 5 Mod
 
My misunderstanding http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, forgot to answer your earlier question: I use mostly DoGA 3 and Paint Shop Pro 7. What are you using?

Suicide Junkie May 8th, 2002 08:50 PM

Re: Babylon 5 Mod
 
Another option is to give a wider variety of mounts for the satellite weapons.
There could be varying grades of "Siege Mount" weaponry, which cost more resources and space to get more range.

Another good defense should be mines. The very first episode had a colony protected by mines, so mines must be a decent defense.
I believe the only reason why they were breached so quickly was because the control station was destroyed before they could arm the mines.

Captain Kwok May 8th, 2002 09:14 PM

Re: Babylon 5 Mod
 
I use Moray 3.3 to build the 3D model, POV-Ray to render, and I make the imagemaps in Adobe Photoshop 6 to give the ships detail.

[ 08 May 2002: Message edited by: Captain Kwok ]</p>

Val May 8th, 2002 10:57 PM

Re: Babylon 5 Mod
 
I couldn't get used to Morray. I need to see someone use it to get the hang of it quicker.

Mines are still important, and (iirc) there are a variety of warheads for them. New mounts need to be made for the entire mod - something else in the works http://forum.shrapnelgames.com/images/icons/icon12.gif .

So far the vote seems to be towards removing weapon platforms - or at least not against it.

pathfinder May 8th, 2002 11:01 PM

Re: Babylon 5 Mod
 
Val: Kewl enough....the proportion modding sure make this veddy interesting http://forum.shrapnelgames.com/images/icons/icon12.gif .

Suggestion or maybe question in reference to WPs: Since it takes a good long time to build a planet to where it can "afford" to raise some planetary defense if a base is the only way...maybe the "basic" base be a bit cheaper, faster to build but maybe a bit weak??? "course if not, then this means PF may need to REALLY re-think his start strategy http://forum.shrapnelgames.com/images/icons/icon12.gif

Val May 8th, 2002 11:10 PM

Re: Babylon 5 Mod
 
I've been rethinking the facilities a bit - both to help get a planet started and also to help AI along. I should have some changes soon.

You could also drop mines/sats in orbit when you colonize http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 8th, 2002 11:14 PM

Re: Babylon 5 Mod
 
Val: Gotcha...tried that in a "regular" proportions game I have going,...it can work as far as starting a colony off...

Though as one of the other suggested maybe more choices on sizes, etc maybe in order http://forum.shrapnelgames.com/images/icons/icon12.gif

as if ya didn't have enought to do http://forum.shrapnelgames.com/images/icons/icon12.gif

Val May 8th, 2002 11:28 PM

Re: Babylon 5 Mod
 
More satellite sizes and mounts are definately in order! Both excellent suggestions from SJ and Captain Kwok. As far as things go, those should be among the easier to accomplish. Right up there with fixing spelling errors http://forum.shrapnelgames.com/images/icons/icon12.gif

I'd like to get this mod a little more solid by months end and try a PBW game with as many races as possible - I can dream http://forum.shrapnelgames.com/images/icons/icon12.gif

I also still have to add the various levels of ECM/Targetting Comps so the AI doesn't just choose the 'newest' one. Must also add in armor usage for the AI.

I should also have some 'end game' pics from Rambie soon. So far he has sent a cool 'human dead' pic, shouldn't be too long. The next patch should also have his new EA updates.

Val May 9th, 2002 07:56 PM

Re: Babylon 5 Mod
 
If anyone here is interested in seeing the B5 flight sim game come into being (the one Sierra was going to make), visit the pole at the following URL and let your voice be heard:

B5 Game Survey

Thanks!

Val May 9th, 2002 10:59 PM

Re: Babylon 5 Mod
 
Has anyone tried a game as one of the B5 Ancient races? Using the Kirishiac, Shadow, Torvalus or Vorlon Racial Ability along with the B5 Ancients Racial Ability?

I'm curious how well they are working, and also if the special fighter cockpits are working. Most of them feature a built in Neural Net ability, to simulate the command ship controling the fighters. The Kirshiac feature fighters that are meant to ram into other vessels.

pathfinder May 9th, 2002 11:23 PM

Re: Babylon 5 Mod
 
I set the Vorlons up but really haven't played them exclusively (just checked on a 1 - 2 turn basis to see how they were doing). Guess I couold check them out http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie May 9th, 2002 11:24 PM

Re: Babylon 5 Mod
 
Quote:

I also still have to add the various levels of ECM/Targetting Comps so the AI doesn't just choose the 'newest' one. Must also add in armor usage for the AI.
<font size="2" face="Verdana, Arial">Dosen't it just choose the most powerful one?
IE: Basic ECM VIII?
The basic ECM provides 57% of the maximum ECM available. You may want to get it to add the advanced ECM as well, but the elite may not be worth it for the AI.

Val May 10th, 2002 04:12 PM

Re: Babylon 5 Mod
 
All:
I have attached a zip with corrections for the facilities (had to change them a bit to make AI work), corrected the AI to use these facilities, fixed a few spelling errors and added a few components (4 new Mine warheads, ship class maint modifier - civilian, corporate, military, ancient). I believe the rest of the files were in the Last update, but I reincluded them just in case.

Update051002.zip

Pathfinder:
The Shaodws or Torvalus may be more interesting, as almost all of their weapons and bonus tech are in - where the Vorlons are missing many of theirs:(

SJ:
It will pick the highest - as you said - but I would like the larger AI warships to choose to use what a human player would, to make it as challenging as possible.

[ 10 May 2002, 15:14: Message edited by: Val ]

pathfinder May 10th, 2002 10:53 PM

Re: Babylon 5 Mod
 
Val: Okies, I'll try Shadows or Torvalus http://forum.shrapnelgames.com/images/icons/icon12.gif

Val May 10th, 2002 11:30 PM

Re: Babylon 5 Mod
 
Thanks for testing them!

In the more finalized Version, ancients will suffer from a LOW - LOW - LOW (almost non-existant) birthrate, so every ancient life will be a valuable commodity (I reset the minimums on Reproduction so they can go down to 10%). They will get some production bonuses for their homeworld (some special facilities and such) though so they can build a bit faster.

The next big thing I have to incorporate is SJ's Nomad/Pirate traits and components so I can add the Raider's and the Nomadic Races.

Have a good weekend y'all!

pathfinder May 11th, 2002 08:42 PM

Re: Babylon 5 Mod
 
Current game: morale for Shadows is indifferent which means that their % reproduction is 0%. Really hinders them IMHO.

Update; Fix to that problem was to send in the troops to keep the unwashed masses in-line http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 13, 2002, 09:51 PM: Message edited by: pathfinder ]

Fyron May 11th, 2002 09:50 PM

Re: Babylon 5 Mod
 
What is the point of a Medium Ancient Reactor? The Light Ancient Reactor makes 700 supplies per kiloton, whereas the Medium one makes only 533.3 per kiloton. They cost the same per kiloton. The light ones have more damage resistance than structure, and the medium ones have less damage resistance than structure. I can see no purpose to using medium reactors over light reactors.

Also, if I upgrade my Space Station with a Ship Yard I on it, it gets replaced by a Shipboard Space Yard I.

Another interesting thing: I gave my Space Stations Civilian Ship comps, and I have 10% racial maint. red. They have negative maint. values, thereby generating resources. Was this intentional?

Suggestion: Place the different "ship type" components in different families, so that they all show up and they don't get replaced by unwanted ones when performing upgrades.

[ May 13, 2002, 07:23 PM: Message edited by: Imperator Fyron ]

pathfinder May 13th, 2002 10:54 PM

Re: Babylon 5 Mod
 
Imperator: In the Shadows test I am doing the medium then heavy reactor (ancient) come into play when engaged in combat the additional supplies sure help with beam weapons, especially the heavy molecular slicers http://forum.shrapnelgames.com/images/icons/icon12.gif . They hold up better that the fission/fusion ones...IMHO anyways http://forum.shrapnelgames.com/images/icons/icon12.gif

PDF May 14th, 2002 11:55 AM

Re: Babylon 5 Mod
 
IIRC the current B5 mod is for SE4 1.49, pre Gold...
Is there an ETA for Gold Version ?

Val May 14th, 2002 03:25 PM

Re: Babylon 5 Mod
 
As PF said, the increased amount of supplies are meant to help the larger ancient vessels through the long battles (this will be even more important once converted to Gold). The amount generated per/kt may be off - as I had to adjust the numbers several times in the previous releases, odds are I may have made an error, as each level up is meant to be an improvement:(

As to the bases negative maint rate, those components were supposed to be for 'ships only' - I accidently left in the Ship\Base line. Though, if this is actually generating resources... we may have accidently discovered a way to make resource generating components (when coupled with a vessel that has a built in maint reduction)!

I don't see how the Shipboard Yard can replace the Space Yard as they are specified as either Base or Ship, not both. Anyone else have this problem?

If I make the various "ship type" components different families, then I can't restrict a ship to only 1 per vessel, or am I wrong?

This mod is still 'pre-gold', once this mod is tested and working reasonably well, then it will be upgraded to Gold. There is actually a test game being setup between 4 players right now that will hopefully determine the mods playability and balance. I do have some new AI I have to post, along with some minor add-ons (like the new Sat sizes and such). I am hoping to have a good solid Version of this mod by June, maybe run a PBW test and then go Gold by July... but I've always been a dreamer;)

pathfinder May 14th, 2002 04:35 PM

Re: Babylon 5 Mod
 
Val: I haven't noticed that spaceship yard vs space yard bit yet, though I haven't really built them due to the cost (resources and time). Guess I could set up a new game and see if I can duplicate this http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder May 14th, 2002 07:19 PM

Re: Babylon 5 Mod
 
Oh the horrors http://forum.shrapnelgames.com/images/icons/icon12.gif : the EA just lost several fleets totaly about 50 ships in a "backdoor" black-hole system into the Shadows region in space....all they lost was a medium troop transport (with the Shrapnel Legion on board {oh my! http://forum.shrapnelgames.com/images/icons/icon12.gif ] and a satellite layer....

Seems the Shadows may need to play hardball with the EA... hehe

[ May 14, 2002, 06:20 PM: Message edited by: pathfinder ]

Phoenix-D May 14th, 2002 07:36 PM

Re: Babylon 5 Mod
 
"I don't see how the Shipboard Yard can replace the Space Yard as they are specified as either Base or Ship, not both. Anyone else have this problem?

If I make the various "ship type" components different families, then I can't restrict a ship to only 1 per vessel, or am I wrong?"

If the family number is the same, they WILL upgrade. (or downgrade). So make sure they have different family numbers and you should be OK..

If the ship type components are different families, yes, you can't restrict them. However, check to see if you can restrict them even with the same family number- because I think the "one per ship" limit only works for *identical* components.

If not- if it's restricted by family- you can still force them to display seperately by putting components of differing family numbers in between. Not sure what effect this has on upgrading.

Phoenix-D

Fyron May 14th, 2002 07:40 PM

Re: Babylon 5 Mod
 
Pathfinder:
Imperator: In the Shadows test I am doing the medium then heavy reactor (ancient) come into play when engaged in combat the additional supplies sure help with beam weapons, especially the heavy molecular slicers . They hold up better that the fission/fusion ones...IMHO anyways
Of course they are better than fission/fusion ones. The light ancient reactors are just so much more powerful than the medium ones.

Val:
Yeah, there probably is a typo for the reactors. I had assumed that that was the purpose for the larger reactors (that, or just increased efficiency).

Though, if this is actually generating resources... we may have accidently discovered a way to make resource generating components (when coupled with a vessel that has a built in maint reduction)!
Actually, SJ discovered that a long time ago; it was in an old Version of P&N as a way of allowing Nomads to grow.

If I make the various "ship type" components different families, then I can't restrict a ship to only 1 per vessel, or am I wrong?

Good point.


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