![]() |
Re: Babylon 5 Mod
I found one Last week...I'll search and post the url here after I do find it again...
EDIT: Got a pic of Mordren, bit blurry though. If you want it---is the B5 e-mail working again? otherwise pm me here with alternate e-mail adress. I converted it to a 128 x 128 .bmp, so that much is done. Found it here: http://www.midwinter.com/lurk/univer...porting-4.html I could help with the General AI files...had to modify the Shadow one any ways to fit the ancient and Shadows race attributes http://forum.shrapnelgames.com/images/icons/icon12.gif me thinks the research.txt files are gonna be a beatch..them tech trees is big! http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 28, 2002, 23:44: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Update052802.zip
The B5 e*mail is back up - sorry I didn't let y'all know sooner. Thanks for the Morden pic http://forum.shrapnelgames.com/images/icons/icon7.gif Yeah, the AI files will be fun;) |
Re: Babylon 5 Mod
here is another Morden:
http://www.bakers-place.co.uk/b5qimages/morden.jpg |
Re: Babylon 5 Mod
Hey Val,
Would be be possible for you to post your latest beta copy of B5modgold on the website. Thanks Lighthorse |
Re: Babylon 5 Mod
I will try to get it up there this week for y'all, along with the other patch update. I am being moved up to a site up near Boston for a month, so I'm trying to get everything organized before I go.
Oleg - Thanks for the other pic http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 28, 2002, 20:29: Message edited by: Val ] |
Re: Babylon 5 Mod
Any ideas on setup for a general file for the Brakiri, Drazi, Raiders and Vree? I'd like to make something up for the shipsets available so I can use them in-game http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Babylon 5 Mod
Val:
Do the Vorlons and Shadows need the Organic Manipulation racial trait? It doesn't seem to do anything in-game. Why do the Vorlons go from -------------------------------------------------- Race Opt 2 Characteristic 10 Type := Maintenance Aptitude Race Opt 2 Characteristic 10 Amount := 110 -------------------------------------------------- to -------------------------------------------------- Race Opt 3 Characteristic 11 Type := Maintenance Aptitude Race Opt 3 Characteristic 11 Amount := 104 -------------------------------------------------- ? Typoes: -------------------------------------------------- In Components.txt: Vorlon Fighter Cotrol Center Improved Neutron Lasers have this in description: Created by adding ceratin Vorlon Light (and Heavy) Phasing Pulse Cannon description: The phasing Pulse Cannon is an advanced [ May 29, 2002, 00:59: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Actually, I have yet to edit any of the 'original' race files, all I did was add the new needed traits (oh and changed the Vorlons from Gas worlders to Rock worlders after reading their history) all the other stats are as they always have been. I have actually done the neutral races (eg - Gaim, Markab) with correct point values. I am planning on posting the newest AI this week before I head out, and I am going to look at some EMP files lighthorse sent me to use with the existing stuff to start creating the racial specific AIs.
Vree - Should be trading oriented. Brakiri - Corporate oriented society, pretty much like the US but with the corporations being openly in charge http://forum.shrapnelgames.com/images/icons/icon12.gif Drazi - War like, feudal in some ways. Not insanely berserk. I am also still working on the Technomage as a nomadic test. The only thing is that I will be limiting them to 1 ship type - as that is all there is (after reading the technomage trilogy and checking a dozen or so sites on the web). What I may do is include a ship from each other race's shipsets and call them 'illusionary cloaked' ships (with new ships openning up for different tech levels). Now, a smart person would notice the color is wrong on the ship, but at a quick glance they may not realize that battlecruiser in their system is not actually theirs http://forum.shrapnelgames.com/images/icons/icon12.gif The other problem with them is that they have a very limited choice of weapons. This race will mostly be for human v. human, as there will be no colonies and war would be rough http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Thanks Val, I'll see what I can do using the Ai_general.txt generator http://forum.shrapnelgames.com/images/icons/icon12.gif
RCE again involving design or refit minster: new design can't be made as is duplicate, but old design now labeled obsolete, does this put the AI into a never ending loop? |
Re: Babylon 5 Mod
Hello Val,
Here some items for you, when you get some time after your move. I noted for the earth alliance research some more missing pictures & information; 1. Ancient scanner jammer i & II & II cannot open file, comp_854.bmp 2. Refroactive armor (Primary) and Alternate cannot open file comp_868.bmp & 867.bmp. 3. The same problem with Quad Pulsar comp 595.bmp 4. and Molecular disrupter comp_549.bmp 5. and Lastly Molcular Pulsar comp_550.bmp. Also has anyone correctly the problem with the Narn's ship not having reactors. I would if I knew how. Hope the move to Boston works out for you Val. Remember to fill with your knees and not your back. |
Re: Babylon 5 Mod
Pathfinder:
Could be the never ending loop of doom. Still not quite sure why. Does it seem mostly to be prototypes that the AI is reusing the name? On the brighter side, I have some new AI that makes basic fighters, mines, troops and infantry and (the best part) the AI actually uses them (amazing). I have even seen one invasion force (troop transport loaded with troops) attempt to take a planet. I'm hoping this is not a 'once in a lifetime' moment for the AI http://forum.shrapnelgames.com/images/icons/icon12.gif The only bad thing so far, is that the AI automatically upgrades all the troops to an 'Elite' mount - wish I could control the variety of mounts more in the AI - - anyone know how? I will post the AI when I get to work on Wednesday. Lighthorse: I will check into all of those, and make new pics for the ones that are missing. Also, thanks for the tips http://forum.shrapnelgames.com/images/icons/icon12.gif With any luck I should only be there for a month, and with not much else to do in my spare time, maybe I can get a good part of the mod done! IF: I'm posting the new components file (with the AI) tomorrow (Wednesday). In it are the mounts for troops and the new 'infantry level' weapons for you to check out. All: Only a few more small AI items, then onward to individual AIs for the races!!! (then the headaches begin to multiply like spoo) |
Re: Babylon 5 Mod
Also, I have had many requests for Empire files from players, and Lighthorse was kind enough to throw a few together. Unfortunately, with the new racial traits I added yesterday, these empire files no longer work (see how quickly that happens).
What I would like to do is add all the Racial Traits we may want now, so we can start making the Empire files.. So: 1) Are there any races missing from the list that you want to see added? 2) Are there any traits in the other mods you would like to see added? (should fit in the B5 mindset) 3) Are there any traits you can come up with that are not part of any mod you know of? 4) Are there any you would remove or reprice? Thanks again for all your input! |
Re: Babylon 5 Mod
Greeting Val,
Here some racial traits ideas 1. Allow Shadow to have cloak technology Level one at start, and only half the normal mounting points, ten points. 2. Raider's ship should be able to hide within asteroid, gas cloud and storm. Thus a Raider mothership(carrier) could lay in waiting to attack any weaker ship that enter that sector. 3. Reduced the mount points for a weaker fighter weapon to two points and reduces the weapon power to 5 to 7 points. This would allow early game fighters to engaged fleeing ships. Question; Is there anyway that B5mod could allow commence raiding/attacking of trade routes between two other players. Here my idea, when two player start a trade agreement. They trade route would be displayed on the star map and sector maps as a color line and label as trade route/owners. If enemgy vessels sit on that trade route they disrupt/destroyed/captured some of that trade. The trading player would be forced to patrol they trade route. Just an idea, if it to much programming, forget it. |
Re: Babylon 5 Mod
Val: yes on the prototypes and they trying to use them in retrofitting.
If it is ok, I'll try making one races full AI (research/designcreation)..if ok, say so (or not) and if so which to you want me to go bald(er) over? http://forum.shrapnelgames.com/images/icons/tongue.gif Troops: Minbari invaded two times Last game before yesterdays's update...so it can happen http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Pathfinder:
Yeah, feel free http://forum.shrapnelgames.com/images/icons/icon7.gif Just let me know which race you'd like to start on. I had a feeling it was with the prototypes... Lighthorse: Intel projects could be used to represent commerce raiding, maybe I can add a few new ones that were 'raider specific'. I don't think there is a way to make a ship have 'cloaking' just when in certain places, but we can make those areas provide cloaking (as some storms already do). I may also give the raiders a unique ship that would allow low level cloaking to help them infiltrate. Not so sold on giving the Shdaows cloaking, it was more their ability to fade into and out of hyperspace that allowed them to 'vanish'. The only race that wasw ever shown to have 'true' cloaking was the Torvalus. The Technomages had very good jammers and illusions that gave them something close, but that was about it as far as cloaking from sight went. Here are the latest generic AIs and components. includes the weapons for infantry and troop mounts. AI now designs usable fighters/mines/troops/satellites. Update053002.zip |
Re: Babylon 5 Mod
Val,
I'd like to make a "Gold" update with your Last updates, but I'm getting lost with the files (there's 3 updates since 1.49.27 and in addition your zip files don't always have the same path http://forum.shrapnelgames.com/images/icons/icon9.gif )... Can you post somewhere a "complete" Version of the mod (at least all the data files) so I can be sure to have the Last Version ? Thx |
Re: Babylon 5 Mod
Before I leave for Boston I will post all existing data/ai files as they appear on my copy at home. Look for them on 5/31.
|
Re: Babylon 5 Mod
Kewl, looking forward to fooling around...er *cough* testing *cough* the AI http://forum.shrapnelgames.com/images/icons/icon12.gif
Unless another wants to lose hair on it, I'll take a whack at the Shadows AI.... PS: Godd luck on yer trip! [ May 30, 2002, 23:22: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Shadow AI would be most welcome http://forum.shrapnelgames.com/images/icons/icon7.gif
I'm working on Centauri and Hyach AI now. I made a few more changes and am testing them now, if they work I will post tomorrow with all the data files for y'all. The latest changes are to the settings file and to the compenhancements (added ranged satellite mounts to help them defend planets better). Also made all the ruins techs fall under "Ancient Tech" Category in the tech window. I do have a helpful hint for planning your AI research. If you want it to be more unique... play a game as the Shadows and research only 4 things at a time and do not move onto the next 4 until those 4 are done. Record the tech and level researched in a text file (or excel sheet or piece of paper). Then use this as the basis of your research tree. This will make for a more viable AI (imho). I'm going to ask Simon to work on the speech files for all the AI - unless you want to do the Shadows? Make sure you lower their reproduction to almost non existant. In return I have lowered the cost of emotionless to 1000. Good luck! |
Re: Babylon 5 Mod
Ok, on 5/31 I will post all the text files for the mod including AI / Data / Credits / Designnames
I will also post a folder with some of the incomplete races that are currently being worked on, either in general AI or shipsets. So far, in my latest test game, the AI is doing ok, no RCEs... yet... Hyach seem to head right for their weapon types as planned. I didn't include the Centauri because they are being flakes so I want to rework it a bit. Satellites are actually dangerous now - to help alleviate the eventual loss of the WPs (though they may continue to exist as anti-fighter and anti-troop ground defenses). I have received a few pics of B5 station consoles, but I'm still looking for samples - or a website that has a B5 style interface (that would actually be better in some respects). Another thing I am looking to do is to get a few different pics for each race. One for the leader pic, one for the population pics and one for the infantry pics. So if y'all can keep your eyes open for these:) Be posting tomorrow! |
Re: Babylon 5 Mod
Hmmm..for EA infantry I am using some pics from a TV show called Starship Troopers Chronicles; I may use some pics I picked up from a table top game based on Hammer's Slammers. Minbari.....hmmmm...AoG has some figures or maybe some of the Slammer's pics...or the Chronicles (there are some with the folks in spacesuits/powersuits & hand weapons))...
[ May 31, 2002, 04:11: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val:
Sorry for the delay in my posting a response, but this stupid forum wouldn't let me log in for a while. Grr... http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif Anyways, I'll check them out tomorrow. No time tonight. |
Re: Babylon 5 Mod
Here are all the data/ai/text files for the mod:
B5ModData.zip Here are all the unfinished shipsets: UnfinishedShips.zip Actually, for EA I'd like to get a pic from the GROPOS episode. For the Mibari, maybe a pic of a Windsword warrior caste. For the Narn, that guy with the sword. For the Centauri, one of the royal guardsmen pics. etc. [ May 31, 2002, 16:15: Message edited by: Val ] |
Re: Babylon 5 Mod
Val, your links are mismatched, the one for data files gives Unfinished races file and vice-versa ! http://forum.shrapnelgames.com/images/icons/shock.gif
Please edit ! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Ack!
Ok, adjusted them to be correct... glad you caught that! |
Re: Babylon 5 Mod
Here is something for fun http://forum.shrapnelgames.com/images/icons/icon12.gif Unzip it into your B5mod directory - should be a pictures/game folder within. It will change the look of a few things (not many yet) - let me know what y'all think.
MenuChange.zip |
Re: Babylon 5 Mod
Val- I've added a few new ships to the set, but I'm not sure if they're right for any of the races in the MOD. I'd like for them to be included if needed. I'm still not satisfied with the color rendering, but could send the DXF files to someone who might be better at it if the general theme of the designs is usable.
|
Re: Babylon 5 Mod
The game doesn't like the Brakiri only having one picture in their folder. I trued starting a game, but when I went to the race setup screen, it kept spitting out errors about the Brakiri Race Portrait not being found, and then proceeded to psuedocrash SEIV. I could still click on stuff, but I couldn't select any options in the race setup screen.
|
Re: Babylon 5 Mod
Gil:
zip and post the ones you've added http://forum.shrapnelgames.com/images/icons/icon7.gif IF: The Brakiri, Vree, Drazi, Drakh, Technomage, Raider, Abbai and Pakmara are all partially completed shipsets. Vree, Technomage and Drazi are closest to done, but it will still be a bit. |
Re: Babylon 5 Mod
The absolute minimum for a shipset is a race portrait and the battlecruiser portrait; the Set Up screen uses those two bitmaps when you pick the shipset for a New Race. If either one is missing, the program crashes.
|
Re: Babylon 5 Mod
Capnq:
Yeah, that's what I figured. Val: Well, then at least copy the Neutral race portrait and battlecruiser into their folders, so the game doesn't crash on them. |
Re: Babylon 5 Mod
Actually, the Version you are using is old or you have not updated. If you look at the 'unfinished shipsets' zip posted yesterday, the Brakiri do have a 'Battlecruiser' and race portrait. As do the Vree, Raiders and Drazi.
|
Re: Babylon 5 Mod
Hmm... I didn't realize that it was necessary to install that file too. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Babylon 5 Mod
Updated GOLD Version of B5 Mod !
This is a "straight" port to Gold of latest B5 update 1.49.29 dated 05.31.02 Just barely tested, no error Messages ... http://forum.shrapnelgames.com/images/icons/icon12.gif B5 Mod Gold 1.67.29 |
Re: Babylon 5 Mod
wow, either my hangover is making me real stupid, or I totally misunderstood this.
I haven't seen Gold Version of the B5 before, so I've been waiting for it, and when I saw this post I dl'ed and thought: "Hoody Hoo!!!" for having no error Messages it sure has a lot of error Messages though http://forum.shrapnelgames.com/images/icons/tongue.gif Quote:
|
Re: Babylon 5 Mod
Yes, my files are IN ADDITION to the rest of the mod, it's not a complete mod !
I'm currently playing a game as the Minbari,game is proceeding nicely, but I was surprised when I looked at the Shadows (playd by AI) : they didn't colonize any planet, and have no Colony ship design ! So they're doing quite bad, why is that ? BTW, I'm also "commenting" facilities (ie putting description for all abilities ...). Val, I'll send it to you whe completed ! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Ok I gave it a more serious try now, but gave up trying to figure out what was fist and supposed to overwrite what (the homepage is unclear on the modcore, and a small .49 zip under), so even though I'm a huge B5 fan I think I'll wait until this gets released http://forum.shrapnelgames.com/images/icons/icon10.gif
But from the things I've seen of the shipsets and modifications I think I'll love this when it's finished http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
|
Re: Babylon 5 Mod
heh i think whats you did wrong Aeon (?)
You cant just download the zipfile posted below, you need to get ALL the files for the original b5 mod for se4 original, afterwards you overwrite them with the gold-mod (3 Folders, AI, Pictures and another) At least thats how i did it. |
Re: Babylon 5 Mod
ok gotcha... (think I'll look at this when my hangover is over http://forum.shrapnelgames.com/images/icons/icon6.gif )
Quote:
|
Re: Babylon 5 Mod
AeoN, if you want I can upload a "complete" B5Gold file .. You'll just need to know how to install a zip file. Tell me if you're interested http://forum.shrapnelgames.com/images/icons/icon12.gif
A couple of issues with the mod : * The game crashes when I try to view/export the tech tree, it seems too complicated (or perhaps has too long tech names ?). Anyway I'm lost in this tree, a doc file is needed ! * I don't find it very fun to have unlimited supplies ships right from the start... With the capacity of even the most primitive reactors there is no need to research anything better ! IMHO this stuff should be much costlier/heavier, research would be necessary to make them better ! * Same thing with maintenance : as it stands all ships have at least 50% reduction (military) and this can go to 90% ! At this rate maintenance doesn't seem meaningful anymore... And BTW, why not just lower basic maintenance costs by 50% and then make 0/40/80% reductions for military/corporate/civilians ? Or did I miss stg ? |
Re: Babylon 5 Mod
I have done something wrong. I get a whole bunch of Data File Errors on opening SE4 when my path.txt is set to B5Mod.
I downlaoded the b5Core.zip and the B5149 zip and then added the update from 523. I put all of these in the B5Mod directory under SE4 main dir. I am using the 1.67 Version however. Is this my problem? Does it not yet work with SE4 Gold? Thanks. |
Re: Babylon 5 Mod
Quote:
|
Re: Babylon 5 Mod
AeoN2:
Make sure that all the files are extracting to the same folder - I had heard from someone that when they extracted on of the zips in had nested in one folder too deep - so the files were off. PDF : I'll check out the supplies thing, in the games I have played, I have needed better reactors to keep up with the better weapons and engines - or with the higher number of engines on the bigger ships. The power supply is 'unlimited' to be more in line with the B5 'reactor' system. I will also revisit the Civ/Mil/Corp percentrages, that was just a quick idea I had tossed in without checking the game balance. The idea was to make the the ships cost a bit to produce, but make them a bit easier to maintain so you could have larger fleets - as they did in the show/books. I am still in the midst of my transfer, so I will not have a lot of time this week, but I will try to get as much done as I can when I can http://forum.shrapnelgames.com/images/icons/icon7.gif Other stuff I am working on includes revised Weapon Platforms to defend vs. incoming fighters and troops, Vree shipset, getting the Abbai/Hurr general files setup (thanks Simon for the excellent doc files!), AI to use armor (not that hard - just time consuming) and finishing the missing components. |
Re: Babylon 5 Mod
What you have downloaded so far is correct, but since you are playing with GOLD, there is one more file you need to download and install to make the mod 'GOLD'.
B5 Gold Data Files This will replace many of the files from the 1.49 Version (at least the ones you need to replace for Gold). The 'complete' mod has yet to be posted in one zip. The goal is to have 1 'Core' file that will have all the files in common for both Mods (Classic SE IV and SE IV GOLD) then to have a data file for either classic or gold. Hope this helps http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
I've got the latest files up on my mirror, and I've taken the liberty of breaking up the Core into 6 files of 3 meg each, in RAR form.
|
Re: Babylon 5 Mod
I used the file below, and it installed to a different mod directory.. np.. I tried installing it over to the B5mod dir.. I get tons of errors.. the same errors which cause the mod to be unplayable with the AI and core files both installed.. I have only been able to get it to run with the core file and core file only. Can anyone give me some advice on what I must be doing wrong?
[ June 03, 2002, 23:56: Message edited by: EViL JiM ] |
Re: Babylon 5 Mod
Val/PDF: Trust me on these thoughts on reactors and energy. When you have those big engines (Advanced fission for example, you'll be sucking for more supplies/energy at the end of the move and if you are attacked...well you are history (no energy left to fight with. Also, at least for the EA (lasers) and Shadows (molecular slicers) you can use up your supplies before the end of a fight and wellllllll...... (Taps plays).....
So, it appears that there is an endless supply but not really.... I have not looked at the maintenance cost bit. I tend to look for big glaring error/problems. The maintenance bit didn't seem to be of importance....at least not to me...*shrug* at least by my testing... [ June 03, 2002, 23:54: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
That doesn't work.
The Core files unzip to a "b5mod" directory. The Gold update unzip to a B5ModGold" directory. I tried renaming the "b5mod" directory to "B5ModGold" and then unzipping the gold data files. But I still get a ton of errors when I startup SE4 (after changing my path.txt to "B5ModGold" as well). The core files I have are the ones from the B5 Mod Home page. http://galileo.spaceports.com/~b5mod/ Is that correct? |
Re: Babylon 5 Mod
Just copy the folders from the b5modgold directory to the b5mod directory (the folder structure should be nearly the same).
|
Re: Babylon 5 Mod
(*&^$# Minbari....snuck an escort carrier into a vital trade route within the EA region (mine http://forum.shrapnelgames.com/images/icons/icon12.gif ) of the universe and are raising heck with population transports and reinforcements to a system the EA..uhm..."liberated" from them http://forum.shrapnelgames.com/images/icons/tongue.gif
only complaint/problem is memory access errors at one of the warp points during strategic battles...finally had to conceed the warp point...then smash the buggers after they got in-sector http://forum.shrapnelgames.com/images/icons/icon12.gif |
All times are GMT -4. The time now is 02:43 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.