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Val May 14th, 2002 11:35 PM

Re: Babylon 5 Mod
 
PF:

Ouch, sounds like the Shadows are working pretty well on a power level;)

Pheonix-D:

So, if components are in the same family, but are specified as Base OR Ship, they will overlap due to the family being the same?

Putting a different component inbetween the various types is a good idea!

IF:

Appologies to SJ, should have known if there was something to find, SJ would have found it first;)

When I get a chance I'll check over the reactor ratios.

pathfinder May 15th, 2002 07:04 AM

Re: Babylon 5 Mod
 
*scratches head*

Imperator: More powerful? Guess I read things differently. Bottom line: light reactor has 3500 supplies, medium 8000...at least in the Version I have. If you have Shadow specific weapons you'll need every drop of supplies you can get, regardless of other characteristics..

Val: hehe, the black hole is what got those fleets and my 2 ships....though I did have a smallish (12 ships) fleet take on a 20+ fleet of Hyach and rip them without a loss. My fleet had a cruiser, 2 light cruiser, coupla destoryers, rest frigates...I tell ya those molecular slicers will tear butt...ya just hope ya got enough supplies (big enough reactor) to Last 30 combat turns...

[ May 15, 2002, 06:39 AM: Message edited by: pathfinder ]

PDF May 15th, 2002 07:25 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
(snip)
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;)

<font size="2" face="Verdana, Helvetica, sans-serif">Is there a technical issue preventing the mod from working with Gold ? Did someone try ?
I'm not sure about it, but it seems that only trivial changes to files are needed, provided you don't use the new drones - problem is that I don't know them ! http://forum.shrapnelgames.com/images/icons/shock.gif
Am I wrong ?

pathfinder May 15th, 2002 07:42 AM

Re: Babylon 5 Mod
 
PDF: patience .... Val is doing this a step at a time, getting at least the major bugs out the way . he (others?) decided to start with 1.49 first. I accidently put them in gold when I first started testing and they did't work there....

one thing to remember is that this mod has totally different tech trees and components to get "right" and implement in the AI files...a real tough thing to do IMHO.

[ May 15, 2002, 06:47 AM: Message edited by: pathfinder ]

pathfinder May 15th, 2002 07:51 AM

Re: Babylon 5 Mod
 
Val: baseship doesn't have a pic to use, I get an error message (program can't find one).

also, is there any way to replace the dreadnought pic....?? get pics for the infantry?

Shadow mega weapons leads no where...intended?

Val May 15th, 2002 11:14 AM

Re: Babylon 5 Mod
 
PDF:

SJ could guide you on converting the mod to Gold if you would like (and if he has the time). I think there were also a few threads that explained how to convert it over. The only reason we haven't done it is that we wanted to focus on making sure everthing worked in 1.49 before advancing it to Gold - to avoid having to make repairs in both at the same time - too much!

PF:

There are other Shadow and ancient weapons on the way, I just bought a book about the Ancients and it includes a bunch of new weapons that I will be adding in my next round of weapons.

Never realized the Shadow Baseship was missing. The Dreadnought pic should be the 'death cloud', though that needs to be changed. The Shadow shipset does need a bit of work, anyone up for fixing it?

PDF May 15th, 2002 11:36 AM

Re: Babylon 5 Mod
 
Val,
I dloaded your mod and just looked at the files -and wooohoo http://forum.shrapnelgames.com/images/icons/shock.gif ! it's the most impressive one I saw : superb graphics, new sounds, very rich tech and components, with lots of race-specifics, all this with a real SciFi background, I'd really want to play this !

Obviously I just can admire the files , lol, as I'm stuck with my Gold Version, and so am quite angered by *not* being able to play this where non-Gold owners can ! http://forum.shrapnelgames.com/images/icons/icon12.gif

So I'll have a look at converting, if SJ just can be kind enough to guide me, I'm not too dumb computer-wise http://forum.shrapnelgames.com/images/icons/icon7.gif

Thx to all !

Val May 15th, 2002 10:01 PM

Re: Babylon 5 Mod
 
I've been working on a Ruins Tech that will 'stabilize' a star. Basically it is building a spher/ring world, but it is cheaper and has almost no space on it. I've attached a zip with the 'test' bits (you would have to add each piece to the relevant file in your mod). The only problem I am having is that when it builds the 'Balancer' it does not mask the BMP of the planet, so the star appears to disappear in the game. Anyone have any solutions?

StellarBalancer.zip

Suicide Junkie May 15th, 2002 10:13 PM

Re: Babylon 5 Mod
 
I've ideas on what to do for the various levels of active armor, but I just haven't had time to type them up yet. This weekend, unless we go to the cottage:).

Quote:

The only problem I am having is that when it builds the 'Balancer' it does not mask the BMP of the planet, so the star appears to disappear in the game. Anyone have any solutions?
<font size="2" face="Verdana, Helvetica, sans-serif">Make the Star Stabilizer planet look like a Star? http://forum.shrapnelgames.com/images/icons/icon10.gif
Say something like "The stabilizers moderate the fusion reactions in the star, and locking its energy output to that of an average G-type star" (yellow, sunlike)
Then your stabilizer planet image can look like a yellow star with a thin spherical grid of energy beams around it, or something similarily cool looking.

I would reccommend making this stabilizer facility have a limit of zero people and zero facilities.
When a colony ship lands, they are just taking control of the automated stations, and will get strategic vision from the place. The place is already fulfilling its primary purpose (saving the lives of everyone in the system), and dosen't need to be inhabitable.

Val May 15th, 2002 10:28 PM

Re: Babylon 5 Mod
 
I was thinking along the same lines (using a star for the image), but I like your description about why it turns Yellow and the pic idea:)

I will drop the pop down, but I was thinking that 1 facility would be cool - like Education Center or Archeoligical Site. What do y'all think?

Suicide Junkie May 15th, 2002 10:39 PM

Re: Babylon 5 Mod
 
If you're trying to stabilize your star before it blows up in three years, I don't think you want to be building any more than is the bare minimum. Why build a city?

What might be more useful is a series of stellar objects between ringworlds and planet stabilizers.

If it is an emergency, throw up a stabilizer. If you have more time, you can build something more complex, expensive and more productive. But the bare-minimum, "save our butts" option should not have any frills http://forum.shrapnelgames.com/images/icons/icon12.gif

Val May 15th, 2002 10:48 PM

Re: Babylon 5 Mod
 
Good enough argument, I will make the changes in the final Version unless the grand masses think it should be otherwise.

Can you actually make it so Pop & Facilities = 0 without it giving an error?

Suicide Junkie May 15th, 2002 10:52 PM

Re: Babylon 5 Mod
 
As long as you don't make it negative, it should be fine.
I tried making really tiny planets way back when, and it worked reasonably well.

geoschmo May 15th, 2002 11:01 PM

Re: Babylon 5 Mod
 
One thing I never got around to testing when I was playing with this idea a while back. Is there any way to "Undo" a created planet. Do planet destroying weapons have any effect on them? Or Star destroyers? If not then creating a balancer would be effectivley removing any possibility of ever having a ringworld or sphere world in that system in the future. if planet and star destroyers have no effect on these, then about the only way I can think of to get rid of one would be to have it in a binary system and blow up the other sun.

Geoschmo

Val May 15th, 2002 11:08 PM

Re: Babylon 5 Mod
 
I would guess a "destroy planet" component would work, since it is based off planet size and the Balancer is "Tiny", so should be susceptible to any planet killer. The question I have though, would the star then resume it's countdown to destruction? I would say no, but would be cool if it did.

pathfinder May 16th, 2002 12:42 AM

Re: Babylon 5 Mod
 
Val: Yeah the Shadow dreadnought is a blurred cloud looking pic...sheesh, not much that I can find other than the "Battlecrab" ship model (SE IV battleship for Shadows)...not sure what would work. Be nice if the destroyer, light cruiser, colony ship were more Shadow-like http://forum.shrapnelgames.com/images/icons/icon12.gif

all I have is DOGA L-3, not sure if models by that would fit-in....

Val May 16th, 2002 01:21 AM

Re: Babylon 5 Mod
 
PDF:
Glad you like what you see so far, it's required the work of quite a few people to get it to this point and there is still much to do! You may want to post a new topic and ask for help with converting the mod to Gold, or do a search (if it is working again).

All:

Below is the latest update.

It includes:

1.49.27 - Revised Satellite sizes and added Huge Satellites. Renamed Civ Station to Relay Station. Revised facilities to work better with AI. Added ship maint adjustment classes (Civilian, Corporate, Military, Ancient). Fixed star error in Black Hole/Storm/Nebula systems (looks much better). Added 3 new cultures. Added more ancient ruins techs (5 total). Added new mine warheads.

Update051502.zip

Even though new Ruin techs have been added, the actual coresponding components/facilities/ships still need to be added.

Val May 16th, 2002 01:51 AM

Re: Babylon 5 Mod
 
SJ:

Know you've been busy, but wanted to know if you got any further on the armor/shields? Thanks!

geoschmo May 16th, 2002 05:12 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
I would guess a "destroy planet" component would work, since it is based off planet size and the Balancer is "Tiny", so should be susceptible to any planet killer. The question I have though, would the star then resume it's countdown to destruction? I would say no, but would be cool if it did.
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, I did a little test. The ringworld or sphereworld can be destroyed, as long as you have a tectonic bomb that can handle the size as you said Val. However, the result is an asteroid field. The star is gone.

Geoschmo

EDIT: OK, here's something interesting. If you destroy the "Balancer", you have asteroids, and then since the created planet is now gone, you can then make a star in the center sector where the asteroids are. You could then make a ringworlds or sphereworld around that star, and make a planet out of the asteroids, and have two planets in that sector. Or I suppose you could make another balancer, blow it up, make another star, make another balancer....How many planets do you want? http://forum.shrapnelgames.com/images/icons/icon7.gif

A way to get somethign from nothing.

[ May 16, 2002, 04:25: Message edited by: geoschmo ]

Suicide Junkie May 16th, 2002 06:20 AM

Re: Babylon 5 Mod
 
Fascinating.

You aren't quite getting something for nothing, since you are using piles of your stored resources to build these things, but its very close http://forum.shrapnelgames.com/images/icons/icon7.gif

Perhaps in a finite resources game it would work better: your would be able to recover the resources used to build the world, and then use the planet for intel or research...

Gil Hamilton May 16th, 2002 07:10 AM

Re: Babylon 5 Mod
 
Gees; and here I was, debating how many supply boxes to put on my destroyers... http://forum.shrapnelgames.com/images/icons/icon10.gif

Val- I've done 5 ships- Large and small carrier, small transport, colonizer, and escort. Not sure what would be a good race for them though. If you'd like to see the ones done, let me know where to put them and in what format. (I guess 48x48 .bmp would be best , eh?)

PDF May 16th, 2002 09:52 AM

Re: Babylon 5 Mod
 
Sorry to interrupt your cosmic considerations, some low level questions http://forum.shrapnelgames.com/images/icons/icon12.gif :
* Are there some b5 maps or scens that go with the mod ? Where ?
* Any chance to have more doc for the mod ? I mean tech tree, background, special races techs, new components...
* Can you give some links to good B5 sites ? I'm not versed in B5 background, but the mod look soooo good !

Thanks !

I did begin conVersion to of the mod to Gold, seems easy... Think of completing this soon http://forum.shrapnelgames.com/images/icons/icon7.gif !

About this, SJ,
can you just tell me if I'm right with just changing those files :
* Settings.txt : adding new lines as per Gold reqs
* Components : updating vehicle/target types Ships/Bases... to new types (incl drones)
* AI files, as per capnq receipe http://forum.shrapnelgames.com/images/icons/icon12.gif

Are there others ?

Val,
Do you have plans to include drones in the mod, once it is converted to Gold ?

pathfinder May 16th, 2002 12:24 PM

Re: Babylon 5 Mod
 
VAL: AI isn't loading carriers with fighters. LNAW and EA in current game.

PDF:
* Are there some b5 maps or scens that go with the mod ? Where ? None that I know of.

* Any chance to have more doc for the mod ? I mean tech tree, background, special races techs, new components... Val will have to answer this one but remember---these are still being developed/implemented....

as for background, I'd recommend going to the mod web site for a start, I believe the URL is in Val's signature...

[ May 16, 2002, 11:28: Message edited by: pathfinder ]

PDF May 16th, 2002 02:06 PM

Re: Babylon 5 Mod
 
Ah ah, DONE !!! I've a working B5 mod for GOLD, after a paltry 1h30 of file updating !
In my previous post I forgot about this VehicleSize.txt file that now has 2 entries for bitmaps, but this was quickly corrected !

I've to test more but the game looks like it works normally ... http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
Will upload the Version soon !

Val May 16th, 2002 05:09 PM

Re: Babylon 5 Mod
 
Geoschmo:

Thanks for testing that. Is there a way to set a new planet size for below "Tiny" then we can set a special weapon that will only destroy these "balancers".

Gil:

Sure, love to see them! Post them here for all to enjoy or send them to me in a private message (or to b5mod@yhoo.com). 128 x 128 is best for the large pic, 36 x 36 for the overhead. Thanks!

PDF:

Map: There is a map in the mod, though it is incomplete. It does have all the JumpGates and systems named, but many of the systems are currently 'empty'. The ultimate goal is to use this map to create a scenario based around the time of the show will tech levels and colonies appropriate.

Documentation: On the website (as Pathfinder said, see my signature) there is a list of the races with descriptions - this will evolve as the races are added. A tech tree is something I was also planning on doing, though I am not sure when. The components will all have descriptions in them, so that will have to do (when we're done, maybe we can go through the components file and seperate all the descriptions or something.

Gold ConVersion: Thanks, let me know what sort of trouble you run into! Looking foward to the upload. Try to track the changes you made so as newer files are released you can easily update.

Drones: Drones do have a place with some races, so they will appear, just not sure if they will be restricted by race or free for all.

Pathfinder:

Was the AI loading the fighters in the past Versions? Damn...

Gil Hamilton May 16th, 2002 08:35 PM

Re: Babylon 5 Mod
 
Here they are... I'm not pleased with the rendering prog. I'm using, so the colors may change later. Also, I seem to not be able to get the ships in the same exact orientation. Any suggestions or gentle criticizms are most welcome.

http://www.gev.cc/SEIV/Ships/GEV/GEV_Ships.html

Link to a page might work better...

[ May 16, 2002, 20:51: Message edited by: Gil Hamilton ]

Val May 16th, 2002 10:54 PM

Re: Babylon 5 Mod
 
They look good, and might be suitable for the Markab, Grome or Hurr (I'll check the others and see if they have ship styles similar).

Could render them in DoGA 2, easier to get a consistant angle.

Suicide Junkie May 17th, 2002 02:04 AM

Re: Babylon 5 Mod
 
Like I said before, Goldifying is pretty easy once you've got a 1.49 mod.

FWIR,
- Add the two lines to settings.txt
- Search-replace the allowed vehicle type and the weapon target types
- Replace Bitmap name:= with Primary bitmap name and secondary bitmap name.
- Replace quadranttypes.txt

And that should be pretty much all, except for tweaks to support new gold features.

Such as the Organic armor / combat repairs thing.

Fyron May 17th, 2002 02:22 AM

Re: Babylon 5 Mod
 
Quote:

Imperator: More powerful? Guess I read things differently. Bottom line: light reactor has 3500 supplies, medium 8000...at least in the Version I have. If you have Shadow specific weapons you'll need every drop of supplies you can get, regardless of other characteristics..
<font size="2" face="Verdana, Helvetica, sans-serif">Umm... you can place multiple reactors on one ship. http://forum.shrapnelgames.com/images/icons/icon7.gif 3 Light Ancient Reactors make more power (2500 more, to be precise) than 1 Medium Ancient Reactor, for the same cost and tonnage.

[ May 17, 2002, 01:26: Message edited by: Imperator Fyron ]

pathfinder May 17th, 2002 03:25 AM

Re: Babylon 5 Mod
 
Val: yeah, Last test with Last Version Hyach and EA both had carriers and did not fill them with fighters..

Imperator: hehe, understood...I prefer to reserve the slots for other things...never though about adding in 3 little ones for the medium....*shrug*...

PDF May 17th, 2002 09:44 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Suicide Junkie:
Like I said before, Goldifying is pretty easy once you've got a 1.49 mod.

FWIR,
- Add the two lines to settings.txt
- Search-replace the allowed vehicle type and the weapon target types
- Replace Bitmap name:= with Primary bitmap name and secondary bitmap name.
- Replace quadranttypes.txt

And that should be pretty much all, except for tweaks to support new gold features.

Such as the Organic armor / combat repairs thing.

<font size="2" face="Verdana, Helvetica, sans-serif">Thx SJ, that's just what I did, but I overlooked Quadranttypes.txt w/o having any problems (but surely I won't have the new types!).
I just didn't think it was so easy ! http://forum.shrapnelgames.com/images/icons/icon7.gif

Now I will make some more test and post a Goldified B5 1.49.27 this evening.

Val,
I looked at the AI files and they seem pretty bare : no special designs, and no specific research for major races...
As I mostly play solo (even if I have 2 ongoing PBWs !) I'd glad to have good AIs !

As for facilities there are many descriptions lacking making it difficult to see what they do (for example Mining Colony doesn't report that it generates Minerals http://forum.shrapnelgames.com/images/icons/shock.gif , and many facilities generate Planetary Shields without info..)

Modifying these files is pretty easy, how can I help - if you need help ... ? http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 17, 2002, 15:35: Message edited by: PDF ]

pathfinder May 17th, 2002 12:30 PM

Re: Babylon 5 Mod
 
Val: I checked a minute ago (maybe 50-60 turns later) and the LNAW and Vorlons are putting fighters on their carriers but the EA aren't--they still haven't designed one! Maybe something with when they build/design in an AI file? *scratches head* The AI's all have the same design file...??? So why aren't the EA designing fighters? *pathfinder staggers off muttering, "glad ah don't have ta figger that out!" *

PDF May 17th, 2002 05:53 PM

Re: Babylon 5 Mod
 
Me again, some questions :
- What's the rationale behind the "non euclidian" cargo, with 75 KT comps holding 400 KT cargo ?
http://forum.shrapnelgames.com/image...s/confused.gif
BTW, why not having smaller comps (say 25Kt instead of 75), they would be easier to manage on small hulls...
- Now that I have a goldified B5 I can change population weight : what values do you think would fit ? A standard 5 kt/M or a proportionesque 100 ? Beware, this as a HUGE impact on colonization process.

And a suggestion :
- Why not adding DevNull/Derek's or PvK's mounts in your mod ? They are more varied and I love Spinal mounts... http://forum.shrapnelgames.com/images/icons/icon12.gif

Val May 17th, 2002 07:00 PM

Re: Babylon 5 Mod
 
PDF:

Gold: Good to hear the Gold conVersion is going so easy:)

AI: I wanted to make the current AI solid, then it is a more simple mater to tailor it for each individual race - mostly choosing to use their racial specific weapons and tech research.

Facilities: I'll get more descriptions in. The Planetary Shield description is intentionally left out as the are not really supposed to be planetary shields. I had added them to prevent ships from easily damaging a world that is established with non-planetary weapons. All the planetary weapons will bypass shields. This means a little fleet of destroyers armed with Particle Beams won't be able to hurt the average colony.

Cargo: I made cargo in bundles of 75kt to encourage use of Cargo ships. 75 was also used because it is the smallest number of required cargo for a ship. The reason why it is 'bigger' is that with external pods, only a portion of the pod is 'in the ship'. I look at the 75kt as more of a 'Structure Point' system, so you spend 75 structure points to get X# of cargo tonnage. There are also alternate cargo components for fighters, troops, satellites and mines which have various costs and ailities. I tried to make the abilities on each 'container' more desirable for a specific task so people would choose them over choosing standard cargo pods to carry combat units.

Colonists: I was thinking of changing pop weight to something in between the two, either 25 or 50. What do the rest of you think?

Mounts: There were special mounts way back in the early Version of the mod, and it is on my list of things to update. The Spinal Mount won't make it in though - as there is are a few Spinal Weapons in their already.

Pathfinder:

Glad to see that at least some races are doing what they are supposed to! I'll work on making EA/Hyach do it this weekend.

Val May 17th, 2002 08:19 PM

Re: Babylon 5 Mod
 
Ok - Voting time for y'all:

What do you want to see added to the Mod?

examples - "How about adding those Vorlon weapons!", "Where are the pictures for fighter engines!"

TheGunslinger May 18th, 2002 01:03 AM

Re: Babylon 5 Mod
 
Well there is just one thing i would like to see.
being able to play the mod with se 4 gold...thats all...all i ever wanted... http://forum.shrapnelgames.com/images/icons/tongue.gif

pathfinder May 18th, 2002 02:39 AM

Re: Babylon 5 Mod
 
Val: hehe....Vorlon weapons? How about fighter engine pics? Basehip pic for Shadows? (or maybe give me an idea for that Last one, me gots DOGA too http://forum.shrapnelgames.com/images/icons/icon12.gif ) bio-organic armors?

my other wishes are X-rated and involve Ivanova and Dalenn.... http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ May 18, 2002, 02:11: Message edited by: pathfinder ]

pathfinder May 18th, 2002 03:27 AM

Re: Babylon 5 Mod
 
Drat...Vorlons caused an RCE...

what occurs at toward end of turn that might cause RCE?

Update: turned off design minister, able to get past the turn that RCE occurred...turned AI back on and next turn RCE by Vorlons. They have a large fleet (20+) of escorts and corvettes that just pulled into a shipyard world...the escorts are listed as obsolete...

[ May 18, 2002, 02:55: Message edited by: pathfinder ]

PDF May 18th, 2002 02:35 PM

Re: Babylon 5 Mod
 
Ok, a first GOLD Version of B5 Mod is here : B5Mod_Gold.zip
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Unzip the file IN your B5 mod folder, it will replace only modified files.

It is a straight Gold conVersion of v 1.49.27 of the mod.
Enjoy, and don't hesitate to send me feedback !

Val,
Ok with your answer, the "external cargo" thing is a good idea http://forum.shrapnelgames.com/images/icons/icon7.gif
As for Pop weight I started with 20, it's still too few IMO (I'm Proportionist http://forum.shrapnelgames.com/images/icons/icon12.gif ) but less disruptive to game mechanics that used the standard 5. I'd go for stg like 500 but this could need special comps and designs for the AI.

Now I'll play the mod before asking for more ! http://forum.shrapnelgames.com/images/icons/icon10.gif

Val May 18th, 2002 04:46 PM

Re: Babylon 5 Mod
 
Gunslinger:
Seems like PDF has granted your wish;) Download the files PDF posted and replace the corresponding files in the 1.49 Version - then let us all know how it plays.

PDF:
Thanks for the work, let me know how it does! Also, once I get a chance I will post your modified files up as the first 'goldified' Version on the website, as long as you do not object:)

Pathfinder:
Working on Planetary Weapons, Ship Capture, EM Weapons (Vorlon mostly), Fighter Engine Pics (Simon sent me a cool pic that has given me an idea for this - -thanks again Simon!), Race Descriptions (Simon's working on these), a revised Shadow Shipset (only trouble is their lack of variety of ships) and a little something extra that I will mention only if it works;)

pathfinder May 18th, 2002 07:21 PM

Re: Babylon 5 Mod
 
Val: Shadow Ships---yeah, me been cruisin' the internet....oh well...good luck...I'll try something DOGA but not sure I could get the right look..

Fyron May 19th, 2002 03:30 AM

Re: Babylon 5 Mod
 
A few errors I encountered today:

When starting up a game, these races generated errors.
Minbari
Research Phased Energy Weapons
Research Energy Pulse Weapons

Earthealliance
Research Energy Pulse Weapons
Research High Energy Discharge Weapons
Research Energy Stream Weapons
Research Missile Weapons
etc.

Vorlon
Same errors

I copied the Default_Research.txt file into each of them, and the error went away.

While playing as the Shadows, this occured:
Living CPU upgraded to External Cargo Bay.
The PDF Multi-Phased Cutter has the same targeting abilities as a normal Multi-Phased Cutter.

Edit:
Oh yeah, there are not enough system names.

[ May 19, 2002, 03:25: Message edited by: Imperator Fyron ]

pathfinder May 19th, 2002 04:14 AM

Re: Babylon 5 Mod
 
By Imperator Fyron: " While playing as the Shadows, this occured: Living CPU upgraded to External Cargo Bay"

Found the same too...

Val May 19th, 2002 04:43 AM

Re: Babylon 5 Mod
 
The individual races shouldn't have any Design Files, they should be using the defaults. They haven't been made yet.

I'll look into the CPU to Cargo thing:)

I finished up Security & Breaching Pods. Working on Planetary Weapons and EM (Vorlon) Weapons.

Fyron May 19th, 2002 05:02 AM

Re: Babylon 5 Mod
 
I know. I think that those races were trying to use the Research files from the normal data set. I have no clue why they would do that, when the other races just used the default B5 ones.

There are not enough races for a high player number game. The game I am running has a couple duplicate empires. http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe you should put in a warning about that, or mod the settings so that high player starts can't have more races than there are in the mod.

Several of the races didn't get empire names in the game. It's very odd.

pathfinder May 19th, 2002 05:14 AM

Re: Babylon 5 Mod
 
Just wondering here: if on occaission they use "normal" research then try to design to that research...maybe that is what causing the RCE's I see at times? I can get by them by shutting down the design minister... i.e. designing something that it now can't find a component (from "normal" components) for?

Fyron May 19th, 2002 05:45 AM

Re: Babylon 5 Mod
 
Val:
Is there a purpose to Infantry other than policing action? All that fits on them is the Troop Cockpit.

-------------------
Repair Bot II:
Size 50
Repairs 2

Repair Bot III:
Size 150
Repiars 3

I assume that this is a typo.

[ May 19, 2002, 04:58: Message edited by: Imperator Fyron ]

pathfinder May 19th, 2002 06:09 AM

Re: Babylon 5 Mod
 
Imperator: The infantry good at riot control...I use them to keep morale to at least happy.... other than that...*shrug* This was critical to keep Shadows production up since reproduction rate is set so low...

pathfinder May 20th, 2002 02:02 AM

Re: Babylon 5 Mod
 
Val: Still working on the Minabari? They be missing component pics comp_549 and comp_550. One is for the Molecular pulsar, the other for the molecular disruptor..

also missing is the pic for the tiny anti-matter engine..

[ May 20, 2002, 03:59: Message edited by: pathfinder ]

PvK May 20th, 2002 03:00 AM

Re: Babylon 5 Mod
 
Why have infantry require a cockpit?


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