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

Val October 17th, 2002 06:40 AM

Re: Babylon 5 Mod
 
So, real question is, when do y'all want to start the PBW?

AGoetz October 17th, 2002 06:44 AM

Re: Babylon 5 Mod
 
I could start at any time in the near future - but I will not be ble to play from ~20th Dec through to ~6th Jan.

Val October 17th, 2002 07:19 AM

Re: Babylon 5 Mod
 
Another question for y'all that are versed in B5 lore, I would like to set the personality types for the races to reflect the following:
Group 1 - Aggressive Races (Dilgar)
Group 2 - Defensive Races (Abbai)
Group 3 - Standard Races (Earth Alliance)
Group 4 - Ancient Race (this one is pretty obvious)

Or do you think it should be setup differently?

Fyron October 17th, 2002 07:36 AM

Re: Babylon 5 Mod
 
That sounds good to me.

The PBW game can't start until everyone sends in an empire file. http://forum.shrapnelgames.com/images/icons/icon10.gif So... get those empire files in people!

Lighthorse October 17th, 2002 07:40 AM

Re: Babylon 5 Mod
 
Val,

I'm in no rush to play B5mod PBW. I'm willing to wait until later this year. I'm enjoying assisting you with your B5 mod developement.

Lighthorse

pathfinder October 17th, 2002 12:27 PM

Re: Babylon 5 Mod
 
PBW can start whenever (no played one before so...)

as for that grouping: sounds good to me...

as for numbers in a sector, depends on what is setup but is somewhere bewteen 100-255 IIRC...could be very wrong though...

[ October 17, 2002, 11:28: Message edited by: pathfinder ]

Timstone October 17th, 2002 12:36 PM

Re: Babylon 5 Mod
 
Val/PF: Thanks for the info on the AM cannon problem. I didn't know you had to add the fighter string also, I thought you could add any string you wanted in any order you liked.

Val: I think yoiu've chosen the more game oriented reactor-spreadsheet for use in the game? I'm currently working on the animation for the jumpgate. But like I said, it will be low-res. I simply don't have the high-res material tow ork with. But that will be corrected in due time.

Val October 17th, 2002 07:24 PM

Re: Babylon 5 Mod
 
Timstone
Welc! I actually had a lot of trouble with the target variables, because I didn't want most shipbound weapons to be able to damage a planet, hence the addition of the planetary shields in all facilities.
I'd be happy with any animation http://forum.shrapnelgames.com/images/icons/icon7.gif
I actually used a mix of yours and my original. Costs are down, power is up and it is on a better curve. The only big difference is in your spreadsheet, you had the weight factor of the fusion reactors the same as fission (or have I got them backwards again), when they should be in line with the Grav and AntiMatter ones. Another note, I made AM reactors more Rad expensive, less Min expensive and Grav more evened out in cost.

Lighthorse
The help is greatly appreciated! Now that we have a pretty solid team of people working on the mod, it has actually been progressing at a good speed again http://forum.shrapnelgames.com/images/icons/icon7.gif
The PBW is going to be a MAJOR help in finding out where the problems are, what is missing, what is too unbalanced and also, if people keep track of their research from turn to turn (as you did with the Narn), we can use that to augment the AI research file.

All PBW
Ok, so who is having trouble with their .emp files? I think we should try to get this started sometime soon, before we get into the holiday season http://forum.shrapnelgames.com/images/icons/icon12.gif

All - On Groups
Group 1 30% - Dilgar, Drazi
Group 2 40% - Abbai, Cascor, Balosian, Gaim, Brakiri, Vree
Group 3 20% - Earth Alliance, Centauri, Minbari, Narn
Group 4 10% - Vorlon, Shadow, Torvalus, Kirshiac, Walkers, Mindriders

Need suggestions for where to put other races.

Other option is to have the Groups more like:
Group 1 40% - Major Races (EA, Narn, Minbari, Drazi)
Group 2 30% - Minor Races (Gaim, Cascor)
Group 3 20% - Nomadic/Special Races (Raiders, Technomages, Drakh)
Group 4 10% - Ancients (Vorlon, Shadows)

pathfinder October 17th, 2002 08:43 PM

Re: Babylon 5 Mod
 
Question on fighters/AI_construction_vehicles: You want me to do all races or just report "findings" for implementation by other(s)?
Short tests with Narn and EA seems to show fixed (crosses fingers).

or does someone want those two files for further testing?

All I did was grab the TDM files from the Last non-gold Version by Mephisto.

[ October 17, 2002, 19:44: Message edited by: pathfinder ]

AGoetz October 18th, 2002 02:48 AM

Re: Babylon 5 Mod
 
One thing that I think I can guarantee - in the early to mid game at least, he who hasn't researched and bought along fighters will lose the fight to one who has.
Races that can mount missles on their fighters in particular will be trouble for any combatant that doesn't include interceptor style chassis with their fighting forces - the PD weapons cannot target both the seekers and the launch platforms.
One thing that I think all AI research trees should have early is Fighters and Point Defence.


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