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Re: Babylon 5 Mod
Ok ok all, I'll make a big large evil B5ModGold file with EVERYTHING in for those of you computer illiterates http://forum.shrapnelgames.com/images/icons/icon12.gif !
I'll do this this evening, here I'm at office http://forum.shrapnelgames.com/image...s/rolleyes.gif ... And yes, it'll be a 20 Mb download ! http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Ready !
The Full B5Mod GOLD is available !! Get it at B5ModGold Note 1 : I host it myself, so you won't get this silly filenamenumber ... Note 2 : unzip it in your SE4 mod directly with Winzip, a B5ModGold folder will be created Note 3 : IT'S NEAR 20 MB HEAVY, so be patient if you're on telephone modem http://forum.shrapnelgames.com/images/icons/shock.gif Enjoy ! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Thanks much PDF http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
GREAT!!! http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif , I can't wait and see this new b5 mod, I had much fun with the previous ones.
Great job!! http://forum.shrapnelgames.com/images/icons/icon6.gif Sparhawk |
Re: Babylon 5 Mod
I hate to be a fly in the ointment.. but with this new mod package.. you cant build anything but sattelites and weapons platforms! And when you scroll through the portraits you get a bunch of errors when you cross over some races.
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Re: Babylon 5 Mod
Make sure you go into the racial traits and choose to be either a:
1) B5 Standard Race 2) B5 Nomadic Race (No colony ships - not ready for prime time) 3) B5 Ancient Race (Vorlon/Shadows/Torvalus/Kirishiac) Then be sure to choose a race o you have access to their weapon/tech tree. The reason you are likely getting errors for some of the races (probably Brakiri, Vree, Drazi & Raiders) is that those are unfinished sets. Just go to the B5ModGold/Pictures/Races folder and move those folders elsewhere. |
Re: Babylon 5 Mod
Val: Aye, I had a bit of a problem with the Raiders...just had to dig out their Race_portrait pic and they were good to go. Haven't used them yet though except to make an .emp file...
PDF: I think you may have used an earlier components picture folder. The gold one you posted doesn't have the tiny fighter fission engine pics. The Raider race pic was also missing, which is also in the latest folder for them.. [ June 05, 2002, 03:41: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I am actually working on a special shipset/progression for the raider ships. They are one of a few exceptions from picking one of the three B5 Race types. The other exceptions -so far- are the Technomages and the Legion.
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Re: Babylon 5 Mod
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I started a couple of games without problems, so I supposed it was ok.Perhaps I missed stg, but can't see what ! http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Babylon 5 Mod
Hmmm....I'll go check tonight and see what the difference is/was (if any). Maybe it is I who is in error...won't be the first time...
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Re: Babylon 5 Mod
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I started a couple of games without problems, so I supposed it was ok.Perhaps I missed stg, but can't see what ! http://forum.shrapnelgames.com/image...s/confused.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well good thing you did this for all us computer illiterates then http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif -- AeoN2 -- kill -9 `ps aux | grep taliban | grep -v 'grep' | awk '{print $2}'` |
Re: Babylon 5 Mod
Looks to me like atleast one race portrait is missing too (get a crash when scrolling through the race pics in create new empire).
[still sitting back and waiting for a final release http://forum.shrapnelgames.com/images/icons/icon10.gif ] -- AeoN2 -- Weinberg's Second Law: If builders built buildings the way programmers wrote programs, the first woodpecker to come along would destroy civilization. |
Re: Babylon 5 Mod
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Personnally I *do* have a working Gold Version http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Babylon 5 Mod
I've yet to test it (the Gold Version) either, just don't have the d/l speed on my laptop link through our dial-up connection here http://forum.shrapnelgames.com/images/icons/icon9.gif
Glad it does seem to work reasonable well after the conVersion though! Also - has anyone been getting RCEs as of late (since the Last AI/Data release)? I'm over turn 200 and still none in a multiple AI (& Neutral) game. The AI has also been doing better with the modified mounts, the sats are actually dangerous at times http://forum.shrapnelgames.com/images/icons/icon12.gif Anyone know how to tell the AI to build X # of sats at each planet rather than a total # of sats for their empire? Or how to direct it to put specific sats/mines at warp points? |
Re: Babylon 5 Mod
PDF: Maybe check with Val....the component picture folder in B5Gold folder is missing # 697.bmp (tiny fission engine). Very minor issue IMHO.
Trust me, at times I get VERY confused when updates come down since I have kept most of the old ones .... Val: I had an RCE at about turn 350 in latest build test (all the AI design ministers) but I turned it back on for the Minbari after awhile to test, so far (mayybe 100 more turns) and no repeat RCE yet.... me be wondering as I had a memory problem (#2 stick was not seated properly) so maybe that caused or helped precipitate some of the RCE problems... Edit/update: *grumble* RCE not 10 turns after I posted above http://forum.shrapnelgames.com/image...s/rolleyes.gif dreadnoughts had just been researched and bam...RCE next turn. Turn design minister off and away we march... [ June 05, 2002, 23:24: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Does it always tend to happen right around Dreadnought size? Or any other 'marker'?
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Re: Babylon 5 Mod
SEEMS to be right after any marker...new ship type = RCE next turn (when new design done). me gonna look at my own race next go round and watch closely to see (or try to) when these occur....this is only major error I get...
PS: DOH! I designed a Dreadnought for the Minbari after the Last RCE and guess what just showed up! [ June 06, 2002, 04:27: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I made a few more changes to the AI - will post them after the weekend - and I just passed turn 110 without any RCEs (also have my empire on AI control to watch what they're doing). The changes have helped to keep the AI from using repair tugs for Troop Transports. AI is also building tons of troop transports so I have to adjust the numbers for build.
Also working on crew enhancements for ships - things like "Expert Navigator- bonus to Combat Move" and "Security Chief - bonus to ship defense" - so far they look good. |
Re: Babylon 5 Mod
Notes from B5 mod Gold. Great Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
Well I am up to turn 250 and never had a RCE. Here are the things I hav noticed so far. (keep in mind I am playing Earthforce) Minor Problems Missing Pics Comp 697 tiny fission engine Comp 712 tiny gravimetric engine Comp 702 tiny fusion engine Uni-Pulse Cannon - ding for sound AI Notes. The AI's are expanding great (Except for the Shadows) most have done a better job than me. They seem to be building plenty of ships, One problem that I have seen is that the Early Ship Designs are about twice (or more) as fast as later ships. All the Ai's in the game (about 10) seem to be building nothing but speed 3 ships at this point in the game. Example: Vorlon Escort Carrier (Obsolete) Power Medium Fission Reactor (1) Engines Prot Adv Grav Engine III (12) Fighter Bays (11) ECM Speed 5 Vorlon Escort Carrier (Current top of the line) Power Medium Fission Reactor (1) Engines Adv Fission Engine I (9) Fighter Bays(12) No ECM Speed 3 Currently All my ships including Escort Carriers are running around at speed 9. This is a huge advantage. |
Re: Babylon 5 Mod
Rich(04) - and anyone else having Gold problems :
B5ModGold.zip For those of you using Gold and having trouble with missing Component Pics, this file should fix the missing files for you. I have to check on the sound still - as I'm not at my normal PC, I don't have all the files on hand. I had noticed the AI slowing their ships down, I'm working on changing their research and construction tactics to make more challenging vessels. They do spread like a plague though! I have yet to match their size in the early game. Glad you're enjoying it. All suggestions (and criticisms) are welcome! |
Re: Babylon 5 Mod
Anyone else having any errors or problems?
[ June 07, 2002, 19:58: Message edited by: Val ] |
Re: Babylon 5 Mod
Since it seems I am the only one getting RCEs, I'll rip 1.49 off the HDD and re-install. Then start a new game and see. I usually do not get RCE until around turn 300-400. Then again I have gotten it as early as turn 250....
BTW 140 turns into current game and no RCE (AI full ministers in game I am "watching")... [ June 07, 2002, 23:14: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hmmmm, I thought I added that line to all of the race_general_AIs in an earlier post - but I may have missed some. I will double check http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
and I may not have the latest and greatest AI files...can't remember... BTW, no RCE (turn 200 atm). so maybe my move to new SEIV MAY have fixed my problem....if it goes past turn 400 IMHO that would be confirmation that the problem was here and NOT the MOD...
PPS: Drat! RCE at turn 230.....guess I'll do a fresh install... [ June 08, 2002, 19:53: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val: Make sure that all the races have a line in advanced traints in the AI general file whether they are a B5 standard, ancient or Nomad (like the Raiders); otherwise they won't be able to build ships if they are a "generated" race. I know the Minbari and LNAW don't have that line and as a result are not building ships in my current test run.
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Re: Babylon 5 Mod
Val, OK, here's the shipset.
http://www.gev.cc/SEIV/amfal.zip AMFAL is the temp. name - will be permanent if you decide to not use them in B-5. Some "cool" high-res early peeks to whoever figures out what phrase the anagram "AMFAL" stands for. You got 'till Wed.-So think hard, think fast! The set contains no _Main _BigExplosion _RacePortraits (Why draw if there will be a diff. one used?) _Shields |
Re: Babylon 5 Mod
Gil:
Most of those ships look a little low. Maybe raise them up a little so that they are more centered? |
Re: Babylon 5 Mod
The EA design Minister is a twit http://forum.shrapnelgames.com/images/icons/icon12.gif
It is using small repair tug hulls for minesweepers http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
A.M.F.A.L. -
Alien Mother F***ers Always Lose |
Re: Babylon 5 Mod
I fixed the repair tug minesweeper (and troop transport) problem in the current AI - I had the same problem http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
I tried to download your MOD several times today but I always got an corrupted download (the core file). Can you have a look at this? Thanks in advance!
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Re: Babylon 5 Mod
Hmmm...Lort (neutral race) designed and built a spaceyard ship around a cruiser but did not put the spaceyard on it http://forum.shrapnelgames.com/image...s/rolleyes.gif
and in a few turns they will give me a range check error... yup...right after getting Lvl 6 engines...advanced fission II (thrust 3) and standard fusion IV (thrust 4)...next turn RCE...and when I turn off design minister the RCE will not return, turn on design minister and next turn, RCE again... Update: Vorlon just did same..RCE right after getting lvl 6 engines...seems to be a pattern... Bet Val is getting tired of me moaning about them http://forum.shrapnelgames.com/images/icons/icon12.gif sorry dude...getting a bit frustrated, MOD is fun except for these ... [ June 10, 2002, 03:01: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Greetings Val,
In one game of B5mod I noticed that the Shadow frigate had installed the living CPU1, but it also installed a ship bridge, life support and crew quaters that the living CPU should have eliminated in the ship design. Shadow ships with living CPU look neat. Second thing, the raider folder/race/pictures in the latest B5mod I download from you were missing what pictures they had for the Raider. I reinstalled them from the unfinish ship folder I downloaded earlier. Third thing was that the B5mod somehow froze up SE4 gold. What you need to do is reinstalled SE4 gold and then B5mod. It should operate correctly. Best Regards Lighthorse |
Re: Babylon 5 Mod
Mephisto:
I'l look into when I get to my work account tomorrow. You can also go to SJs mirror site to d/l. Pathfinder: I never get tired of hearing your reports, if it wasn't for your feedback about 60% of the AI changes would not have been made http://forum.shrapnelgames.com/images/icons/icon12.gif The level 6 is a new revelation - I'll look into that!!!! Lighthorse: Hadn't heard about the mod freezing GOLD before, thanks for the fix. The raiders are still very unfinished, so that might be why they weren't in there. I had noticed the Living CPU problem and haven't figured it out yet - any input would be welcome on that one (or any other issue)! |
Re: Babylon 5 Mod
Zero- LMAO! A for effort, but not it. Here's one for you.
http://www.gev.cc/SEIV/1.zip [ June 10, 2002, 12:10: Message edited by: Gil Hamilton ] |
Re: Babylon 5 Mod
If the Living CPU is a master computer component, then the AI will still add bridge/LS/CQ.
What you can do, is add B/LS/CQ abilities into the Living CPU, since it dosen't matter either way. The AI should just use the LCPU since it has all the abilities the AI compulsively adds. Note that you can't put three copies of the lifesupport ability and expect it to satisfy a requirement for three lifesupport components. You will need to keep all the shadow hulls limited to needing 1 LS/CQ. |
Re: Babylon 5 Mod
Good idea SJ - will work on that before reposting the dat & ai files. Some Shadow vessels will still require a pilot/crew, but those are more the exception than the rule.
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Re: Babylon 5 Mod
Gil:
Still trying to figure out the name http://forum.shrapnelgames.com/images/icons/icon7.gif The ships may work for one of the league races that I've been working on adding - I just have to read up on their ship descriptions and see hich ne it is closest to. I love that minefield - looks JAM packed!!! Pathfinder: Do you want to send me whatever AI you currently have working for the Shadows - if you want me to inude in the nxt 'update/patch' http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 10, 2002, 20:56: Message edited by: Val ] |
Re: Babylon 5 Mod
More Gold Notes. http://forum.shrapnelgames.com/images/icons/icon7.gif
Minor Problems; Raiders-No Race Portrait Medium BLast Cannon - Ding For Sound In a new game I started I ran into the Shadows early on and soon had a partnership with them. In over 100 turns they have never established another colony. Not sure why this is. They build ships and explore. Just never colonize. |
Re: Babylon 5 Mod
Rich,
I don't understand the problem with BLast cannon, sound file indicated in comps is correct (mattergun2.wav). As for Shadows not colonizing any system I noticed it too in my game, but can't figure out why... |
Re: Babylon 5 Mod
I can repost the sounds if needed, check to see if you have that sound file.
As to the Shadows not colonizing - that is going to be the 'downside' for being an Ancient race - they will have unique facilities on their homeworlds that will give them quite a bit of power - though ship building may be better off on bases. The Ancients will also get some Intel abilities that the younger races won't have (some intel projects are being removed completely from the younger races). The Ancients will still be VERY deadly, I just thought it would be more 'realistic' if they were limited to manipulating the younger races rather than building their own worlds - and yes, I do know the Vorlon's have more than one homeworld, so maybe I will let them colonize, just have it take a while. |
Re: Babylon 5 Mod
Still no luck downloading the core files. Your homepage does not respond to the downloads and the files on SJs page are corrputed...
[ June 11, 2002, 13:54: Message edited by: [K126]Mephisto ] |
Re: Babylon 5 Mod
Val: http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif I have only barely started mapping/planning the research & designcreation files....been concentrating on finding the "why" on those RCE's I been getting.... http://forum.shrapnelgames.com/images/icons/blush.gif
Rich: Yeah, the Vorlons and Shadows are very slow to expand and their birthrate is pitiful when they do colonize, or so I have found in my testing so far (except of course when I play as the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif ) [ June 11, 2002, 00:32: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Gaaaa.... http://forum.shrapnelgames.com/images/icons/icon8.gif
I keep getting weird errors....says research file doesn't match techarea file and gives a bunch of weapons for regular SEIV....then next try I get errors about Brakiri files missing and LNAW files missing and they weren't the races addedd at start....sounds like something is corrupt http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon8.gif added the AI_default research.txt file to the EA folder and renamed it...problem went away... [ June 11, 2002, 04:43: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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I've gone and tried unzipping and unraring the files in the B5mod subdirectory, and they seem to be working locally. Did the download complete normally? The files should be: B5CORE.Rxx 3,000 KB each B5CORE.R04 1,993 KB B5mod149.zip 640 KB B5modcore.zip 17,303 KB |
Re: Babylon 5 Mod
Val,
During my latest game, when I out score all the other races, they all declare war on me. No problem, but I can still deal/propose a trade of organic for other resources with them. Once the AI players is at war with you, they shouldn't trade with human player. If they didn't agreed to trade every turn with me, I would be in a hard way to maintian my production. Lighthorse |
Re: Babylon 5 Mod
Lighthorse: I've seen that in regular games too....seems silly but it can be done....go figger http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Started a singelplayer Game with only 4 normal AI's (no neutral AI) but one AI have still only 1 planet (all Other have at Last 10 planets) and now I also get a Range Check Error from this AI.
How can I get the Name of the AI that makes the problems? I use SEIV Gold 1.67 to play the B5GoldMod. |
Re: Babylon 5 Mod
Is this in Gold or pre-Gold? I thought this sort of thing was fixed in Gold, but maybe I didn't try mineral trades.
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Re: Babylon 5 Mod
Swartzbart: When the RCE happens in the background you see what race it is is going through its turn (race number 2 for example). If you have a save game just prior to the RCE you could go and start game again at that turn then go to the menu that you can save game or save empire from, choose player and there you can see which player it was (in my example who player 2 was) taht had the RCE.
[ June 11, 2002, 11:17: Message edited by: pathfinder ] |
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