![]() |
Re: Babylon 5 Mod
No clue.
|
Re: Babylon 5 Mod
Val: As a suggestion for infantry...seems to me that the component pic for proportions infantry is crossed rifles...can't remember what the component is called or its abilities but it make a bit of sense to have something a bit different for the grunts..
Edit: wonder what I was drinkin' earlier....only troop component (in components file) I can find IS a cockpit (including devnull mod).. yeah, I know...one more thing... [ May 20, 2002, 23:48: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Of course Val you can put my Gold port of your B5 mod Online on your site, honor is mine ! http://forum.shrapnelgames.com/images/icons/icon7.gif
Did someone else try it http://forum.shrapnelgames.com/images/icons/icon12.gif ? |
Re: Babylon 5 Mod
Val: another fighter problem....I had the EA on partial AI, went to check Shagtoth for why an RCE (&^%$# design minister again), came back to the EA and the bLasted EA had obsoleted my design and put a no fuel cell (?) Version in, so they couldn't fly (no supplies)...
[ May 21, 2002, 00:03: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PDF: I am playing as the Minbari in game in Gold. Only problem I had was the Hyach and ShagToth had not been updated. I did that, at least as far as fleets & settings files go, and have not had any problems except for some components pics missing (Minbari weapons noted earlier).
|
Re: Babylon 5 Mod
Pathfinder,
In the mod Version I got (1.49.25 from the site + update to 27) there was NO specific AI files for the two races you mentioned, so I couldn't update them... Post them (or send them to me) and I'll update the Gold Version. BTW, did you keep my 20 Kt/M pop weight or did you change it ? |
Re: Babylon 5 Mod
PDF: Kept it. Understood on the Hyach and ShagToth. I'll post them later tonight.
|
Re: Babylon 5 Mod
Val & Pathfinder,
I just stumbled in the mod forum on a B5 Gold AI port done by ... Val http://forum.shrapnelgames.com/images/icons/shock.gif ! I don't know if the files are more complete than what I've got with 1.49.25, I suppose it's older BUT there are more specific files (different research files for example) than what I've got ... There's no Hyach or ShagThoth however .. http://forum.shrapnelgames.com/images/icons/icon9.gif But I wonder http://forum.shrapnelgames.com/image...s/confused.gif ... What files are "better" ? |
Re: Babylon 5 Mod
Sorry for the lapse of Posts, been real busy and hectic in my personal life - bleh!
Anyway, the ShagToth and Hyach never had any real AI - but Simon & Oleg have sent me history files for them just recently, so they are coming - once I free up some time to work on it. The old Gold AI I posted a while back was done by Master Belsarius, and it is just standard AI that does not use any of the special B5 techs, so it would most likely not work very well with the mod. I'll try to post more this week. |
Re: Babylon 5 Mod
Val: Yeah, all I did was rename default AI as a placeholder. I didn't understand that I didn't have to do that at the time....
EDIT: Any other testers getting RCE's? I keep getting design minister caused RCE's .... all races at around 400-450 turns in seem to get this at one time or another. Turning the design minister off (when I find the "offending race) stops the RCE.... Just had an RCE by the EA...used the autosave from previous turn to re-enter game, tried to save after yet another turn but couldn't...got a cpu-type beep when I tried to enter save game name??? WTH does this mean....defrag my HDD? or just shoot it http://forum.shrapnelgames.com/images/icons/icon12.gif Had to reboot and got back in, processed turn ok...EA are doing a refit to same design loop on frigates...could this cause the RCE? [ May 22, 2002, 04:18: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Blessed diversity in choices is causing the AI to seize I would guess;)
I'm going to sit down and try to get some of this hammered out! I have finished Ship boarding/security (breaching Pods and Security Stations) and Planetary weapons. Also some more comp pics. Just want to knock out a few more things for y'all before posting:) |
Re: Babylon 5 Mod
Val: Sent ya the Last save game before an RCE I had Last night. Hope that helps. Turning the the design minister "off" got me past the RCE. I did notice that the EA had carriers with fighters but the fighters (at one time anyways) did NOT have the fuel cells/supplies...I also noticed the EA in a loop in refitting a frigate(s)...the new design was obsolete?! It got an error message that the new design was identical to the one being changed..
[ May 23, 2002, 00:12: Message edited by: pathfinder ] |
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. ----------------------------- There are not enough races for a high player number game. The game I am running has a couple duplicate empires. 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. ----------------------------- 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 While playing as the Shadows, this occured: The PDF Multi-Phased Cutter has the same targeting abilities as a normal Multi-Phased Cutter. ----------------------------- There are not enough system names. |
Re: Babylon 5 Mod
Anyone sending stuff to the B5Mod yahoo e*mail address, I've been having some trouble with it in the past couple of days, it logs me in but doesn't show me anything (even though I know there is stuff there), I sent tech support a few E*Mails and am waiting to hear back. Sorry:(
Have to add back in the infantry Mounts/Components. Fixed the Maint Bot III typos. There's 211 systems in there, guess I can find 44 more, anyone notice any sytems I've missed? There are a few more races in progress, splitting off some of the LNAW races to be individual (Drazi, Vree, Brakiri) which should help. Only prob is finding the variety of ships. Maybe one of y'all would be up to sculpting some new ships for existing races? I'm working on some Vree. |
Re: Babylon 5 Mod
Hmmm....guess I could try Drazi or Brachiri
[ May 23, 2002, 03:41: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Ok, I should be posting Version .28 tomorrow. It will have Planetary and Assault/Security components, fighter engine pics (thanks Simon) and some descriptions for the ShagToth, Hyach and Markab. Also has some of the new ruins techs and the beginnings of the Vree, Brakiri, Drazi and Raiders Race folders (these I am including for anyone who wants to work on making a new shipset - I'll leave Simon to do his incredible research on the racial backgrounds).
Does anyone have any pics of what the B5 computer screens looked like? Want to change the interface look to be more B5ish if I can find enough examples. |
Re: Babylon 5 Mod
Drakh ships are also on the table now (I have some samples). I'm working on adding some new Drakh weapons as well:)
I want to try to integrate some of SJ's p&n components and abilities for the Drakh/Raiders races, with SJ's permission - of course:) I'm looking at some smaller facilities proposed by Simon to use as well. I will also try to get the troops/infantry fixed. |
Re: Babylon 5 Mod
Ok, here is the latest stuff - I'm a bit tired, so forgive typos. I only checked to see if the game loaded and haven't tested it much. Update includes begginings of new racial shipsets, updated data/ai files, general files for Drazi, Hyach, ShagToth & Markab. New Components pics.
B5Mod052302.zip Also have sample Drakh ships for y'all! DrakhShips.zip |
Re: Babylon 5 Mod
Thanks and thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
What components are needed to make them P&N like? |
Re: Babylon 5 Mod
Well, its not so much adding components, as taking away components and facilities http://forum.shrapnelgames.com/images/icons/icon7.gif
They should not be able to colonize, or make much use of colonies. The things that are useful to add are: - cheap, low tech boarding parties. (probably much less powerful than normal, but available in large numbers because they are so cheap) - Large resource storage facilities. (They will have few planets under their control, so they have to save for a rainy day) - more fighter options, and small ships. What I've been adding to P&N for v2.6, is the ability to cloak undetectably. Basically, the pirates can pretend to be regular citizens, and be noticed but ignored until they are ready to attack. |
Re: Babylon 5 Mod
[ May 24, 2002, 18:07: Message edited by: Val ] |
Re: Babylon 5 Mod
Quote:
PS: You need a space before your smilies now http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Working on Vehicles and Infantry (Troops) to make them useful in the game. Infantry will no longer require any sort of 'bridge', but will have a component for 'company commander' that will provide a bonus if taken. Vehicles (standard 'troops') will still require a 'bridge'. They will also get special mounts to represent their overall quality and training (Militia, Standard, Assault & Elite). Working on just their basic weapons now. At some point in the future I will add racial specific weapons as we did for the ships.
|
Re: Babylon 5 Mod
Val:
Do you need any help doing that? |
Re: Babylon 5 Mod
Any one else testing this mod getting RCE's?
If not, I'll re-load windows or *gasp* reformat.. I get RCE's late early game, early mid game from design minister(s)... [ May 25, 2002, 14:17: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
So here i am:
After playing quite a lot with the Babylon 5 GOLD Mod, i have several things to complain about http://forum.shrapnelgames.com/images/icons/tongue.gif 1. The AI is just CRAP. I was playing against several Races, including Vorlons, Minbari, Centauri, Drazi etc, they all just sucked, the didnt got the "Transport-pop-from-homeworld-to-colonies"-Clue, that way they had a homeworld with a few sats, and several colonies, all with 20 million pop or so. They werent using the special weapons, just the standart Bolter and Matter guns. Maybe i should play Difficulty "hard", dont know if that helps. Or is it just because of the Gold Conversation ? Another thing is the Tech Tree. its nearly impossible to specify a Research, because each one has several other techs that are needed, and i dont know which ones, except when i look in the components.txt etc. The Techtree inside the game wont help me, as it dont show the Basic Researched that are needed. Well yeah, guess thats it for now. Though there are many good things, too. I just like the Babylon 5 feeling when playing the mod http://forum.shrapnelgames.com/images/icons/icon7.gif Over and Out |
Re: Babylon 5 Mod
Heh remember, i wasnt saying "This mod is crap" i was just saying some things could be better, and i guess they will be in the future http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Babylon 5 Mod
I do hope it will be better http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks for the heads up on what is causing trouble in Gold as well, it will save some time when I get there! IF: Can definately use some help, I'll post just the infantry/troop files tonight or tomorrow and see what you can add/fix up. Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif PF: Working on testing another generic AI, I'm beginning to wonder if the AI is running out of design names late in the game?? I'll post that with some extra stuff. All: Vree are cooming along, about a dozen ships are done - this should help to expand the AI universe in larger games. Also working on the technomages as a nomad race, though they will only use a single ship type (the smallest shipset ever). Working on another ancient shipsset as well - Torvalus (the Dark Knife ship in the Coriana 6 battle). Finally, redoing parts of the components, vehicle type and racial traits files to add "B5 Standard Race" and "B5 Nomadic Race" so we can add those P&N elements to some of the races. This will also allow an easier time of adding varied shipsets for the Drakh and some of the ancients... Enjoy the holiday alll!!! [ May 26, 2002, 16:31: Message edited by: Val ] |
Re: Babylon 5 Mod
Val: On running out of design names..possible but I have seen other AI simply add a Roman numeral to denote a different Version when end gotten to. Last nights RCE, the AI race had something like 20 (or more) designs for the colony ship all but one listed as "obsolete", so it may be having some problem with colony ship design (maybe the names or lack of new ones) ...dunno....
Gunslinger: hehe, no problem, just wanted ya to know that what ya got ain't the finished deal http://forum.shrapnelgames.com/images/icons/icon12.gif . with the improvements Val, IF, SJ and others have made the MOD is way better than when I started testing but as always there seem to be a few things to go yet...me be having fun despite the incompleteness http://forum.shrapnelgames.com/images/icons/icon10.gif [ May 26, 2002, 17:19: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val:
Okey. Pathfinder: Actually, as of yet, the only thing that I have contributed is the Formations.txt. http://forum.shrapnelgames.com/images/icons/icon7.gif RL and other stuff keep getting in the way. Oh yeah, and about those RCEs, the only game that I played more than a few turns in got one. And I was having fun obliterating everyone with my super-ranged Shadow weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif Just a few thousand points into racial aggressiveness and some combat sensors gave me a huge chance to hit while I was well out of the enemy's range. That, and the fact that my ships were 2.5 times as fast as theirs (5 move to 2 move). http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 26, 2002, 20:05: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Imperator: hehe, yeah the Shadows are fun to be...slicing and dicing http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Babylon 5 Mod
Val: RCE I just had...the AI race is in a design loop with colony ships..same design over and over and over....
Just wondering...why 254 as max number engines for colony ships in VehicleSize.txt? Seems an awful lot even if the AI would use the smaller size engines... http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 26, 2002, 22:49: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val,
I don't know if your awared that Research files for Narn's Pulsar Mine I and II dosen't show the weapon's picture or information. Hope this helps some. Lighthorse |
Re: Babylon 5 Mod
"Just wondering...why 254 as max number engines for colony ships in VehicleSize.txt? Seems an awful lot even if the AI would use the smaller size engines..."
the AI ignores that field, it's for players only. So no reason to put it low unless you want to. Phoenix-D |
Re: Babylon 5 Mod
Gunslinger: Research for race specific weapons/facilities has not been implemented in the AI_research.txt file yet, some of the special facilities haven't even been developed yet (ie no description added to the components.txt file nor pic in the components (picture) folder) http://forum.shrapnelgames.com/images/icons/icon12.gif
Remember this MOD is in development, not a finised "product" yet. As far as the population hauling, Gold AI doesn't haul to non-atmosphere planets. IE--rock/oxygen race transports will ONLY haul population to colonized rock/oxygen planets (or so has been my experience in other mods/regular Gold games). I haven't as yet had a problem with AI hauling to same/atmosphere planets in the B5 MoD [ May 26, 2002, 13:30: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Phoenix-D: Ah okies....me pulling what hair I got left out trying to figger out why RCE's with design minister...colony ships APPEAR to be the main culprit.....
|
Re: Babylon 5 Mod
Uh oh http://forum.shrapnelgames.com/images/icons/icon12.gif
Silly me, changed over to the Minbari to reset their design minister back on and the idiot Shadows declared the Minbari MEE.....DOH! Idiot Shadows have no fleet except for a couple of escort and small transports! argh....Minbari fighters have no fuel cells/supplies, so they are next to worthless [ May 27, 2002, 03:31: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
That is pretty silly. We need to post more frequently in here to prevent the Cantina thread from overtaking us. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Babylon 5 Mod
Just my contribution to keep the Babylon 5 thread at the top. Of course, I have this feeling that this thread is doomed to second place behind the hordes of sillyness, absurdity, and general babbling (hmm...sounds a bit like this post http://forum.shrapnelgames.com/images/icons/icon7.gif )
Anyway, I'm now going to ask one of those questions I always vowed I'd never ask. I'm too lazy to catch up on 797 Posts, so I'll ask instead. What exactly is the status on this mod? I get the general idea that the pre-gold Version is the most advanced, which is fine (I kept my rebate). I probably could find these answers somewhere about 13 pages back, but I don't have time--I'm too busy posting nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks for putting up with some newbie-ness from a definite non-newbie. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Well, at least this will be the largest legitimate thread. http://forum.shrapnelgames.com/images/icons/icon7.gif Meaning the largest thread that actually has a SE4 purpose.
The mod is still in Beta. It is being designed in 1.49. Val will be able to give you more information than I can. [ May 27, 2002, 06:04: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Just thought I'd make the 800th post to help the Bab 5 Mod project hold off the Cantina a little while longer.
[ May 27, 2002, 06:21: Message edited by: Captain Kwok ] |
Re: Babylon 5 Mod
Good plan. http://forum.shrapnelgames.com/images/icons/icon7.gif
Ok, that's enough of this. Let's at least post about the B5 Mod. |
Re: Babylon 5 Mod
Nice http://forum.shrapnelgames.com/images/icons/icon10.gif
So it is possible to mod it to do area of effect damage? is there anywhere I could download this, or just see what modifications are needed to components.txt to make this happen? -- AeoN2 -- Shaw's Principle: Build a system that even a fool can use, and only a fool will want to use it. |
Re: Babylon 5 Mod
AeoN2: 1: Beats me, me not into the "how to", me strictly a tester http://forum.shrapnelgames.com/images/icons/icon12.gif
2: http://galileo.spaceports.com/~b5mod/ Have fun http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 27, 2002, 14:13: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
*Gulp* 90 ship Minbari fleet just jumped into the border system we been fighting over for 100 turns or so...
Update: Wheee....Minbari stew http://forum.shrapnelgames.com/images/icons/icon12.gif they all ded ..hehe. Proves the value of the Shadow fighter weapons. Most of the Minbari ships were scouts or escorts except for the lone heavy cruiser... [ May 27, 2002, 17:15: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
No, you cannot mod a weapon that damages multiple ships at once. Area affect weapons are not possible.
|
Re: Babylon 5 Mod
Ok, now I'm going to do something I hate when other people do, I'm going to post something semi-useful without checking if anyone mentioned it in this tread before...
I would have checked but this thread is freaking 54 pages long! http://forum.shrapnelgames.com/images/icons/shock.gif The thing I really have always wanted in both Master of Orion 2 and SE4 that really was the coolest space combat effect in the B5 series was the Narn "Energy Mines" that they used in the first encounter with the Shadow vessels. I just loved the area of effect attack from a distance, hitting several ships. In Master of Orion there was the Pulsar which damaged all ships around which I thought was really cool, but to have an attack like that from a distance would really rock. If anyone knows a way to implement it in SE4 I would love to hear. For stats I guess it would have a fire rate of 30 (once per combat), and not do too much damage, but spread it over several ships. Any thoughts? -- AeoN2 -- Finagle's Third Law: In any collection of data, the figure most obviously correct, beyond all need of checking, is the mistake. |
Re: Babylon 5 Mod
Oy.....after getting past a couple of design minister RCE's, the Shadows are holding off the Minbari invasion fleets with planet-side light fighters. 10 light fighters with fighter Versions of the molecular slicers (polar-something or others http://forum.shrapnelgames.com/image...s/rolleyes.gif ) have held off up to 20 escotrs/heavy cruisers/escort carriers with fighters (with advanced general tech weapons)..only lost one relatively new planet ...
Shadows will be bad mofo's IMHO, when the AI is fully developed and the RCE's go away... AeoN2: Those mines are part of the Narn tech tree (IIRC) but no component pic...yet. All the AI_research.txt files are not fully developed along race-specifics (yet). One of the best features of the MOD are the race-unique tech trees http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif of course I haven't seen the Vorlon tech tree yet http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 27, 2002, 14:17: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Nice to see some activity while I've been away http://forum.shrapnelgames.com/images/icons/icon12.gif
On to the Q&A - hope I cover them all! Pathfinder: As Phoenix-D said, it's more to limit a human player than AI, and it is more a limit of overall 'thrust' rather than actual engine components. Though I did encounter a few AI errors early on before I set limits, so it has some effect somewhere ?!? Glad you're enjoying the Shadows, my ultimate goal is to include 6 ancient races so people could play an ancient campaign if they wanted - or just mix the ancients with the younger races for a challenge. Lighthorse: yeah, I still have to make that pic, actually I still need to make about a dozen pics for various things. I will sit down one night and actually concentrate on the component pics rather than the text! IF: I'm going to post the new infantry/troop stuff all together with everything else, though the troops could still use some individualized weapons. Krsqk: As I think IF or Pathfinder already said, the mod is still in Beta 1.49 and has been converted to an 'Alpha' Gold by PDF as well. AI is close to done for the generic races, then it is on to the racial specific AIs, which at first will be just replacing the generic weapons with the racial specific ones, then each race will be tweaked to act as they should in the show. AeoN2: I wish there were area of effect weapons, but as of yet that isn't an option. The Narn Energy Mines are in the game and are one of the best ballistic/torp weapons. I gave it a better fire rate than I originally had to make up for the lack of area of effect. Everyone: Ok, I have added new racial traits (and adjusted all the general racial AI files to work with it) for B5 Standard Race and B5 Nomadic Race. Also adjusted the VehicleSize file and component files so nomads/raiders no longer have colony ships. Also added a special technomage ship for the start of the technomage "wanderer" race. I'll also include some of the new Vree ships I've started to put together. The unfortunate side effect of this latest update is that it will invalidate all existing empires (this is why I try not to mess with the racial traits often) and of course any saved games (ships will look funny do to the shift in components). I'm also looking for a volunteer (or volunteers) to come up with racial stats for 2000/3000/5000 point games for each of the races - you could use the empire creator in the game to make sure the points balance, then use Geo's wonderful GenAiFileCreator program to make the General Race_Ai file for each level. These will be used as the foundation for the racial AIs. We have someone who has been sending in some great descriptions/history for the general files (Simon), and I'm not sure if he is interested in this as well, but I would like to see who is http://forum.shrapnelgames.com/images/icons/icon7.gif Vorlon (and all ElectroMag) Weapons are almost done - they've been a bit buggy in my tests. Gravitic weapons (mostly Brakiri) are also close to done. Hope y'all had a great holiday!!!!! |
Re: Babylon 5 Mod
Almost forgot, can someone find me a good picture of Mr. Morden? (The shadow agent that lured in Londo)
I am working on a few more events and thought if any character deserved an event http://forum.shrapnelgames.com/images/icons/icon12.gif Looking for suggestion on more events, and also feedback on those who have tested the game on the currently existing events. |
All times are GMT -4. The time now is 06:46 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.