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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

jimbob October 17th, 2002 04:58 AM

Re: Babylon 5 Mod
 
Pathfinder:
Can I go ahead and make up some Nomad stuff then? Submit to you?

Lighthorse October 17th, 2002 05:04 AM

Re: Babylon 5 Mod
 
Hey Guys,

I got an idea for WP. Allow everyone to have them and armed them as they would. If you can't defeat them in space, you're never get close enought to attack they homeworld.

Lighthorse

[ October 17, 2002, 04:06: Message edited by: Lighthorse ]

Val October 17th, 2002 05:06 AM

Re: Babylon 5 Mod
 
PF
Yeah, kinda difficult http://forum.shrapnelgames.com/images/icons/icon12.gif I'd like to make it so either you have to bomb a place into submission (or oblivion) or have to land troops to take it. That's the goal at least.
Shadows - I actually have to redesign the ancient ships so they only require a single of those components, to make it work in the AI.

SJ
They don't regenerate in that combat, but they do in between battles, right?
Also, I have some new Facilities, Planets and Components to add to the image mod. I used the latest 'master' files as posted on your page.

Timstone
Ok, now that I'm at my place, I was able to look in the AoG sourcebooks that I used as a basis for the weapons. The AM Cannon has difficulty in tracking fighters (has a negative bonus) and I had just set it as a standard that any weapon that is 0 or less will not be able to target fighters or other small targets (I like PFs analogy). I would agree that since satellites are easier to hit than fighters, there is no choice for Ship/Base/Sat, if I include Sats then I have to include fighters, which is not something that weapon is meant to do. Hope that helps http://forum.shrapnelgames.com/images/icons/icon7.gif
Also, used your Reactor spreadsheet as the basis for the new reactors in 1.49.33.

Jimbob
Spaceport - basic model - added to 1.42.33 until a better solution is found.
Nomads (as PF said) are incomplete, though I am striving to get them done by this weekend if possible. I have Raider facilities and components in a rough to go form (which include some Nomadic stuff). Send me your Nomad list (and any other lists), just send it to me in a private message (and let me know here) or to the b5mod@yahoo.com
Ancient colonies are available, but only if the Ancients research B5 Ancient Tech level 2. This should not be put in the AI, or be used in the PBW we are playing. It is there for an all Ancient game (once the other 4/5 Ancients are done) so they can spread out in the universe. I had made a mistake and given it to them at level 1. Oops!
The ability 6 description field says "1" where? Yeah, nitpick away, all typos should be reported to me. Although AI typos should also be sent to PF.
I have made some Nomadic stuff, if you want me to send you the 1.49.33 beta, i'd be happy to :0

AGoetz
Yeah, could you picture an ancient world being easy to take? Maybe intel could be used to weaken their base a bit, the only real way to get in is in mass waves. This is also why the Ancients aren't meant to colonize in a regular game.
I think that engine error could be taken care of through redoing the AI designs a bit, though I'm not really so worried about this until we are done.
The Gaim have some other nice advantages coming http://forum.shrapnelgames.com/images/icons/icon7.gif

Nomor
You weren't kidding, will look through them tonight!

[ October 17, 2002, 04:18: Message edited by: Val ]

Val October 17th, 2002 05:16 AM

Re: Babylon 5 Mod
 
As to WPs, I'm still thinking towards my intial idea:
WP can only take out fighters and provide armor for defense - as bunkers (SJ is credited with this idea, at least I think it was him who suggested it). Then you have to rely on Sats, ships and bases for your defense. Which is pretty consistant with all the B5 material I have seen or read (other than that one episode that Nomor had quoted).

In almost everthing I have seen, the only thing they talk about that is on the planet is the control stations for the satellites and military instalations (bunkers, fortresses, etc).

I would put in the PD weapons to shoot down fighters and incoming missiles, but even Earth (the crown jewel of humanity) only had a satellite defense grid and supplemented it with ships in orbit. If anyone saw the tv-movie where the Drakh unleashed the nano-virus, those tankers that made it past the defense grid had no trouble in the atmosphere (other than being shot by ships in orbit and fighters).

The only exception would be the Great Machine, which would be a MASSIVE planetary gun that would take most cargo space on any planet and would be limited in shots. Though the hits would be guaranteed kills on just about anything.

pathfinder October 17th, 2002 05:23 AM

Re: Babylon 5 Mod
 
Jimbob: pass it to Val as he does the hard-to-do AI stuff ...me just do AI_designcreation and AI_research atm... plus dabbling in the AI_construction_vehicle file to get fighters going better..

Val: yeah, IIRC SJ had the bunkers idea...

AGoetz: You using the Gaim? Hehe....those bugs are TOUGH hombres when defending their HW; just ask the Narn http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 17, 2002, 04:32: Message edited by: pathfinder ]

Val October 17th, 2002 05:31 AM

Re: Babylon 5 Mod
 
Thanks for saying so PF, but I tend to think your bit is the tough and tedious part, although Simon's work on the speech files borders on insanity!

Gaim are also tough borders! They also have some ship components that give them an edge http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder October 17th, 2002 05:34 AM

Re: Babylon 5 Mod
 
Val: hehe...Simon doing speech file? hehe...I tried that on a racestyle I was doing before getting involved with B5....veddy tough that be!

and do NOT mention the anger file...bleah, I go cross-eyed thinking about that one!

Val October 17th, 2002 05:39 AM

Re: Babylon 5 Mod
 
That gave me fits on the ones I did! I did do a speech file for the Gaim and that took more time than everything else together for that race!

AGoetz October 17th, 2002 06:10 AM

Re: Babylon 5 Mod
 
re : attacking Ancients
I figure a non-Ancient heavily armoured Dreadnought may be able to survive a single hit from a Massive Base Mount Super Weapon, but wouldn't be usable for much afterwards.
Anyone know just how many ships you can have in one sector with out getting a RCE? Wondering if a mass of bases could be swarmed by 100+ Scouts with Boarding Parties. The bases should have security/destructs (if not http://forum.shrapnelgames.com/image...s/rolleyes.gif ) - the security may work but as for the self destructs - I would consider exchanging a scout for a 'super star base of mega death' a fair swap http://forum.shrapnelgames.com/images/icons/icon10.gif . In a war of attrition (which any attack on an Ancient stronghold would have to be) numbers can matter more than size.

Val : any idea on when .33 will be available for testing? I'm curious as to what you've added for the Gaim. It's ok if it will be a while, I'm patient.

[ October 17, 2002, 05:13: Message edited by: AGoetz ]

Val October 17th, 2002 06:35 AM

Re: Babylon 5 Mod
 
I can post what I have anytime, but I'd like to include the Nomad and completed Ancient Facilities with the next release.


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