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Re: Babylon 5 Mod
SJ, B5mod149.zip could not be retrieved from the server. The core file is corrupted when downloaded with a download manager and does not complete when using the standard download via IE6.
But the B5 Homepage download is working again for me now... |
Re: Babylon 5 Mod
Sounds like you visited at a bad time, while I was moving files across the LAN, ar rebooting or something.
Have you (or anybody) tried the RAR Version of the core? [ June 11, 2002, 15:20: Message edited by: Suicide Junkie ] |
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I posted a working, complete, Gold Version just a few days ago - look in the mod forul... Some says there are missing graphics files for some unfinished races http://forum.shrapnelgames.com/images/icons/icon12.gif , but apart from that it works OK, why are u patching it again ? |
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I just checked it, the file is OK ... 18 Mb however ! And anyway I've *also* uploaded a small "patch" Version with just the modified data file, this one is not far behind and hosted by Shrapnel... http://forum.shrapnelgames.com/images/icons/icon12.gif So why ?? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Thanks, PDF, your file works like a charm (got it from the forum) but the downloads on Vals homepage are not working for me. I was just referring to these downloads.
Anyway, that's a LOT of stuff in this MOD. I'm just skimming the surface of it right now and I'm very impressed. |
Re: Babylon 5 Mod
Mephisto: Take a good look at the weapons trees in components folder. Each race has unique ones and this is along with a pretty decent "general" weapons tree. Gonna be a lot of brain sweat getting the research and designcreation .txt files done for all the races....
not to mention cursing getting it done right (typos, etc debugged) methinks Val, SJ, et al outdid themselves..very complex MOD IMHO... and no me only be that pasky beta tester.... http://forum.shrapnelgames.com/images/icons/icon12.gif though I may cry the blues, me gonna try making the Shadow AI...hope I don't botch it http://forum.shrapnelgames.com/images/icons/shock.gif [ June 11, 2002, 22:42: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Yeah, the Homepage is having some issues - I've gotten some good d/ls off of it, but then the next day - corruption! I am working on rezipping all the files to post on the homepage again, though it is slow going as I am away on business and am limited to a 333mhz laptop that I forgot to load my art programs onto!!!
Ok, now that we have a new confirmed boggie from Pathfinder, I will go in and see what I have to change. In my local copy I had already made a few changes based on that assumption (the lvl 6 engine) - though none of the AI have yet to research it in my most recent game. AI programming for each individual race will be a bit tough, but luckily most of the generic AI will make the work a little easier - though I will have to make a general AI for the ancient races and nomadic races as well. The hardest will be Raiders and Technomages! I am also reworking the general racial AIs with Simon's help. The mod is a bit 'o trouble, but if it all comes together it will be worth it http://forum.shrapnelgames.com/images/icons/icon7.gif But, the mod would be nowhere without the help of the beta testers!!! |
Re: Babylon 5 Mod
Val,
I happen to have all your files and stuff zipped on my HD, a good DSL connection and can save you time if I can upload files on your site ! http://forum.shrapnelgames.com/images/icons/icon12.gif Send me FTP info and account/password and I could make that in a few minutes ... http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Babylon 5 Mod
Val: RCE again..at about turn 360. Occurred 1 turn after Shadows researched Lvl 6 engines. Guess this confirms the AI is designing something with one of the engines and that design exceeds the game parameters..
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Re: Babylon 5 Mod
PDF:
That would be appreciated, I'll send you the pw and stuff tonight when I get back to my laptop. If you can, feel free to add the Gold Data files as well. Pathfinder: So far I haven't had the AI default to the 'base' SE AI, it has always used the B5 AI, the only times I have seen those types of errors was when someone used original EA/Narn/Centauri/Vorlon/Shadow/LNAW AI that still had its own Research/design/etc. files. But, still, what you say has much merit and I will just copy over the files for each individual race (along with the rest of the update) as a prelude to the next phase http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
PDF:
Can you send your preferred E*Mail address to b5mod@yahoo.com and I will forward all the info to you http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Re-confirmed--#2 race (EA) just got Lvl 6 engines and next turn RCE. So I'll hush about it since it almost a sure thing that their designs involving one (or more) of those engines exceeds a game parameter of some sort.
BTW Val: Food for thought, I have noticed (and believe at one other has too, that it appears that the AI skips the default AI folder and goes to the AI folder for the non-modded game. Example: This game the EA had techarea errors until I moved the default AI_reasearch.txt file to the EA folder and renamed. I know this isn't SUPPOSED to happen but doing that fixed the problem. I wonder if having all the AI files would fix the RCE. Maybe the out of bounds is because it is using the "vanilla" designcreation? Just a thought. I'll test this in a new game starting tonight and post what I find out.. [ June 13, 2002, 12:29: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val:
I also noticed the problem with the AI using standard SE4 AI when the race was installed in the B5 mod and in normal SE4. I most certainly did not have any standard AI files copied into the B5 mod. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
hmm......me gonna check and see if I have any of the races in regular SEIV...will remove them if I do...
I have only 2 times seen this skipping the MOD AI folder twice..Last night and a coupla weeks ago....placing the files in the appropriate folder fixed that problem... NOT saying this is the RCE cause but might be worth looking into.. If not this I suspect (no proof) that the standard fusion engine MAY be the cause, maybe the 4 movement "points" ? me be pulling staws outta the hat here http://forum.shrapnelgames.com/images/icons/icon12.gif just guess work.. [ June 14, 2002, 03:07: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Hey Val,
Playing the Raiders race, I get Minbani pictures for planet and cargo, but get the raiders pictures for other stuff. What the main weapons to research for the raider by the way. Has anyone done an excel spreadsheet on all the races and their weapons yet? Lighthorse |
Re: Babylon 5 Mod
New Station Pic...
http://www.gev.cc/SEIV/6.zip |
Re: Babylon 5 Mod
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When noting what weapon to use in a ship design, do I use the family (5 digit number) or weapon family (4 digit number)? http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif also, how soon to start the race specific tecnologies/weapons? *grumble* only got to lvl 8 weapons and lvl 7 living cpu and ran out of room (I really do NOT want to just there at the end doing weapons levels...bleah)...2 more weapons levels and 3 more living cpu to go http://forum.shrapnelgames.com/images/icons/shock.gif anything besides the weapons and living cpu that are Shadows unique? [ June 15, 2002, 12:28: Message edited by: pathfinder ] |
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Val: 1 error noted in AI_research.txt: in ship construction you go from lvl 8 to lvl 12, no lvl 9-11. Would this cause an RCE?
Similar error in propulsion: goes from lvl 7 to lvl 12 without lvl 8-11. Noted this when building the Shadows research.txt file... Questions: 1-Solar Resource Generation-(*): Is that what is used to generate supplies per ship? Why all 3 types (minerals, organics, radioactives)? Just wondering... 2-Why at Dreadnought does it switch to solar supply generation instead of solar resource generation-(*)? [ June 16, 2002, 00:01: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Pathfinder:
I don't think the skip in levels should have any effect, it should just leave that research project in the queue until it reaches that level. But maybe I am wrong. I will try changing it and see what happens. Good eye! As to the SRG - Min,Org,Rad, I used those to force the AI to put a Reactor in each ship. I used the different levels to represent small, medium, large reactors (respectively). I had originally switched it to SolSupGen at dreadnought level because the AI should pick the BEST reactor available (ie - the largest), but maybe that isn't working either. So, I changed the larger vessels to SRG - Rad in the latest AI I am testing. Nothing else Shadow unique, yet... Other stuff I have 'made' but not yet added - A Vortex Disruptor (closes jump points), Shadow Armor (SJ is working on this), Phasing Drives (to let the shadows harder to hit as the fade in and out of realspace) and some additional weapons. Another thing to note is that the shadow fighters have their own special cockpit that lets them use the experience of the lead vessel - to represent how they are controlled by the ships rather than having pilots. I use the "Weapon Family" number for which weapons I want the AI to choose - should be at the end of each weapon's entry. What do you mean by "ran out of space" while doing research AI? Gil: Right now Simon is working on the background for the race we are going to use for your shipset, more details will follow http://forum.shrapnelgames.com/images/icons/icon7.gif All: I have looked at the engine that seems to be causing trouble and have made some adjustments that I am now testing out, but I don't see any reason for the RCE! Any ideas? Also, wanted to thank everyone again for all the help they have been giving - especially with testing, background info and suggestions! |
Re: Babylon 5 Mod
Val: "ran out of space" Is pathfinder for, "I reached the end of the research file but had more stuff to add"..hehe...means *groan* I gotta go back and put stuff in different (earlier) places I guess... http://forum.shrapnelgames.com/images/icons/shock.gif
I try to make the progresion kinda even spaced (follows ship construction)... I fixed the skip, just see what would happen...haven't gotten that far yet... on the mineral/organic/rad---thought that was why (forcing use of reactor), what "threw" me was that it was different types of supply for the different Groups of ships (didn't think about different size reactors being represented), then the dreadnought was totally (in my uneducated eyes) different... Note: I think the Shadows are going to have a bear of a time in the early game due to the slow growth. IF they survive, their "slice n dice" should rule. They seem to have a heck of a time getting enough organics. Just some observations as I check the research and designcreation files I am revising. Update - sorta: The skip levels doesn't affect the RCE. I redid ship construction to non-skip and still get that lvl 6 engine RCE. [ June 16, 2002, 14:34: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Shields: Are there actually shield components? If so what are they (can't find them, even with entry for them (lvl 10 only in the default research file)
[ June 16, 2002, 18:07: Message edited by: pathfinder ] |
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If only MM would implement planet cloaks, then they would be able to play their role properly. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Geoschmo [ June 16, 2002, 17:08: Message edited by: geoschmo ] |
Re: Babylon 5 Mod
Baron: ATM no cloak, though Val is going to add that capacity (IIRC) in the near future. As for the planet...dunno http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Lighthorse: A spreadsheet would be a daunting task. There are so many classes of weapons; then to take it further individual race-specific weapons. For the Shadows to get all of their race specific weapons 3 different weapons tech areas have to be researched....unless I missed one http://forum.shrapnelgames.com/images/icons/tongue.gif
To put it into perspective: the components file prints to ~1600 pages of 8 x 11 paper printed in portrait (do NOT ask me how I know) http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
Pathfinder:
If you want to send your preliminary Shadow AI, I'll add it to the next patch http://forum.shrapnelgames.com/images/icons/icon7.gif I had to add something to slow down these ancient races - in 10 games (before the changes) the Shadows were always #1 - even just using generic weapons http://forum.shrapnelgames.com/images/icons/icon12.gif There are going to be shields - but they are mostly for Abbai, Brakiri & Vorlons. Though Shdaows (and other ancients) will have shield like stuff. Man - I still can't believe you printed out the whole thing!!! You are insane! (and most likely responsible for the deforestation of a small South American country) Baron Munchausen: The Shadow's don't really have any cloaking, they are just able to phase in and out of hyperspace - which I guess for SE IV purposes is the same as cloaking. Even with that being said, there is another Ancient race that has even better (true)cloaking ability - the Torvalus, and their cloaks are alrady in the Mod, and at their highest level are impenetrable by the younger races. I am planning on adding the phasing drive for shadow ships - which will give them cloaking ability. There were very few examples of cloaking in B5 - other than the Torvalus, the Centauri had some for fighters and I think the Hyach had some - and of course there are the Techonmages. Lighthorse: I do have some spreadsheets on all the weapons I have so far released, plus about 100 other weapons that I am still balancing out. So, before going crazy tring to make one, I could probably dig up these files and post them. The only problem is that they are on my home PC in PA and I am currently in MA - I will try to get them when I get a chance to go home. Geo: Thanks for the tips on cloaking planets - maybe one of the ancient facilities will have that ability to start to make their homeworlds more difficult to find. All: I am getting ready to implement the WP change - WPs will now only be usable against fighters (and I would also like them to fight troops), so you will have to rely on sats and ships to defend your worlds. I am also working on adding the EM weapons, but what I would like to do is have the 'Damage Engine Only' attribute given to all EM weapons, but would also like to have them effect weapons, reactors and a few other components. I know the Sci-Fi x-over mod will have the "Only Boarding Parties" ability to allow this, but I was wondering if there was any harm in giving an 'Engine := 0' ability to all the components, or will this mess up the AI? Anyone try this yet? |
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Adding a zero-point engine ability shouldn't affect the AI, but it will make all of those items count towards the engine limit. Increase each hull's limit to 255 just to be safe. |
Re: Babylon 5 Mod
Val: Okies, I'll make sure pulse weapons are in there (at least up to lvl 7-8).
Man, it sure is a bear getting all this stuff in http://forum.shrapnelgames.com/images/icons/icon12.gif Also, this will be a preliminary AI....I need to figger out a bit different arrangement so that I can fit in all ship and weapon levels without a slug of only ship and weapon research at the end of the file. I also need to do the armor research setup.... WP: hmm, I'll check. Seems to me I set the Shadow weapon platforms to PD only in the designcreation http://forum.shrapnelgames.com/images/icons/icon12.gif as for the paper...embarrasses the heck outta me (probably deforested TWO Third World countries!) http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/blush.gif UPDATE: e-mail with a zip of designcreation and research files (they are all I have had time to do so far). If anybody picks-up the update after Val Posts it, please check out the Shadows and provide input--this is my 2d attempt at the AI. 1st was the Orion Faction racestyle I did earlier in the year. So, I haven't yet figgered out a nice, neat pattern to fit the tech tree together so it makes sense http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 16, 2002, 22:58: Message edited by: pathfinder ] |
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Using 'Only Boarding Parties' or 'Only Security Stations' abilities would be smarter. No arbitrary limits on how many components in a hull can have those. [ June 16, 2002, 23:01: Message edited by: Baron Munchausen ] |
Re: Babylon 5 Mod
Gads, this AI is being a bear http://forum.shrapnelgames.com/images/icons/icon12.gif ...I keep finding things I missed..... http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif (working on the Shadows race-specific AI)
*reaches for a cold beer* Anybody got thoughts/opinions on how fast I should have the Shadows develop their race-specific weapons? Also a decent pattern of development? I just kinda patterned weapon development after ship construction, not sure this is a good idea. [ June 19, 2002, 01:18: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Couple more questions come to mind:
in the B5 universe are the following in existence (and in particular did the Shadows have this ability/tech): Psychic tech?, organic engineering?, is planetary engineering (terraforming) available?, is the computer tech a dead end? (nothing there when I have had AI research it), stellar manipulation? How do I get an AI to use armor (I know designcreation but what/where? there), recommendation on what would the Shadows used--bio-organic armor? (minbari used it for Whitestars). |
Re: Babylon 5 Mod
Val,
Would it be possible to add a short description to each races bio, stating what area of research or weapons they used. Nothing detail, but generally informs a player in what general areas to research. That what I had in mind. In my current game, I'm was rolling back the AI players. Starting to think that I should be able to finish off the AI players. That was before two AI empires attacked me on different fronts with new weapons and fighters. Now this game is getting very interesting. Still had a problem with the narn building ships without engines. Try your next game with setting that allow only settleable planets of oxygen to be colonizes and set yourself for oxygen only. Its makes for a challaging game fighting over a few oxygen planets. |
Re: Babylon 5 Mod
Val,
I noticed that some of the AI empires were building excort with no weapons, but had ECM jammer on board. Would the ECM jammer provided jammering to the rest of they warship with weapons in an engagement? -------------------------------------------- Lighthorse |
Re: Babylon 5 Mod
All:
Sorry I have not been as regular a poster recently, the project is kicking into high gear and I have over 500 PCs to convert (have to physically visit each machine!) by the end of next week, so I have not had as much free time, again, sorry http://forum.shrapnelgames.com/images/icons/icon9.gif Pathfinder: You decide how fast you want the Shadows to research their race specific tech, if it is too slow during testing then we just bump it up http://forum.shrapnelgames.com/images/icons/icon7.gif Techs - Psychic Tech - if you mean Racial tech, no. There is a Telepathic research skill that will allow combat telepaths, Psi-Corp and some other things. Combat Telepaths can be used against shadow living CPUs http://forum.shrapnelgames.com/images/icons/icon7.gif Organic Engineering - another no. There will be unique 'organic techs' available to individual species based on their Racial Tech (eg - Vorlon Race - Will have some organic tech) Planetary Engineering - yes and no. There is no real terraforming as it should take far more time than it does in SE IV to terraform a planet. Mars has been settled for quite some time and people still live in domed cities and wear breathers outside. I think I was using this tech for some of the Facilities. There will be a 'unique' Ancient Ruins Tech that will allow terraforming, but it will be EXPENSIVE. Stellar Manipulation - again, yes and no. There is a field called Hyperspace research (or theory or something) that will allow jump gate and drive construction. There are no planet/star/nebula/blackhole/etc creators/destroyers. There is (again) a unique Ancient Ruins Tech that will allow you to stabilize a star though (Stellar Balancer). There are planet killers - but they are only available to the Vorlons and Shadows. AI to use armor - that is something I am actually working on, but it is in my test3 folder (I have multiple folders with different changes in each to see how things work) and once it work consistantly I will cut -n- copy it into the main folder and release with an update. It is setup using the planetary shield ability as a requirement in AI designs, but I am debating on how best to do it - such as having multiple 'useless' traits like we did in the reactors, or just tell the AI to stick with Mid level armor. Shadows will have their own unique armor - SJ was working on it, ask him http://forum.shrapnelgames.com/images/icons/icon7.gif Gil: Simon is working on the description for the AMFAL shipset, if you don't mind us using it. Lighthorse: Which AI empires are doing that? I have made some recent changes that I haven't released that may have already solved that, but I'd like to check - thanks for the heads up http://forum.shrapnelgames.com/images/icons/icon7.gif The addition of preferred weapon style would be a good idea, lets you know if the race leans toward particle, plasma, laser or whatever. I'll talk to Simon about adding these in. All the AI races are Oxygen only races with only 2 exceptions - Vorlons and Gaim are non Oxygen. I am working on rewriting the startup to include B5 Standard Galaxy that will have more O2 planets to be more like the B5 universe. Glad to hear the game is providing suprises, my goal with the AI is to have each race evolve along from basic weapons to their racial specific ones, and to have a bit of variety rather than all missile barges or laser destroyers http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Val,
I'd be most pleased to have them used. Is Simon doing the remaining pics (shields, race, etc)? Or do I need to break out the finger paints? If I do them, could you have Simon buzz me so I get a mental image for the race? |
Re: Babylon 5 Mod
Val: #1: Real life first!
#2: Techs - "Psychic Tech - if you mean Racial tech, no. There is a Telepathic research skill that will allow combat telepaths, Psi-Corp and some other things. Combat Telepaths can be used against shadow living CPUs": I guess I go ahead and have them research this, if it dead-ends I'll strip out entirely. "Organic Engineering - another no. There will be unique 'organic techs' available to individual species based on their Racial Tech (eg - Vorlon Race - Will have some organic tech)": Okies--I'll delete that from their tech tree. "Planetary Engineering - yes and no. There is no real terraforming as it should take far more time than it does in SE IV to terraform a planet. Mars has been settled for quite some time and people still live in domed cities and wear breathers outside. I think I was using this tech for some of the Facilities. There will be a 'unique' Ancient Ruins Tech that will allow terraforming, but it will be EXPENSIVE.": Okies, again I'll strip this out entirely. "Stellar Manipulation - again, yes and no. There is a field called Hyperspace research (or theory or something) that will allow jump gate and drive construction. There are no planet/star/nebula/blackhole/etc creators/destroyers. There is (again) a unique Ancient Ruins Tech that will allow you to stabilize a star though (Stellar Balancer). There are planet killers - but they are only available to the Vorlons and Shadows." hehe...I'll figger out that cloud of death thingy and make sure the Sahdows get it http://forum.shrapnelgames.com/images/icons/icon12.gif AI to use armor - that is something I am actually working on, but it is in my test3 folder (I have multiple folders with different changes in each to see how things work) and once it work consistantly I will cut -n- copy it into the main folder and release with an update. It is setup using the planetary shield ability as a requirement in AI designs, but I am debating on how best to do it - such as having multiple 'useless' traits like we did in the reactors, or just tell the AI to stick with Mid level armor. "Shadows will have their own unique armor - SJ was working on it, ask him" : Okies, I'll ask him. I'll hold off on that until Version 3 of the AI (working on Version 2 as 1 was very slow to get the molecular tech area) [ June 19, 2002, 23:46: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
add to the list: Do Shadows get shields? IIRC Vorlons do.
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Re: Babylon 5 Mod
Nobody gets shields.
At least shields as SE4 sees shields. Only the thirdspace aliens had shields, and they're not here. However, the SE4 shield effects will be a very common occurance during combat. Shipsets should make a shields.bmp that looks like a non-damaging hit to armor. Electric sparks, or shadow-style energy dissipation, or something similar. The ancient races can get powerful crystalline and organic armor effects, though. I think the shadows should maybe get some 100% absorbing armor plates, either limited in number per ship, or having reduced hp/kt. They would be OA regenerated each combat turn. That way they can withstand single hits without a problem, but combined fire from many ships during a single combat round can punch through. [ June 20, 2002, 01:39: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
ah, so organic engineering is needed, in order for those dastardly Shadows can get organic armor..?
BTW: Since testing this I have noticed (never seen before) fighter vs fighter combat. maybe I missed it before but....I normally use tactical set on auto/resolve combat [ June 20, 2002, 01:52: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
The armor tech tree will begin with light/medium/heavy inert armors fully researched.
The ancient races will also have some passive armor tech by default. Depending on how we want to balance the whole thing, they may start with most or all the passive techs finished. There will be a three or more-dimensional grid tech for active armor, with dimensions of: </font>
At the top of the tree, an armor component with the armor ability could provide guaranteed protection, instead of the iffy armor. The self-healing will keep the armor absorbtion% from falling as fast as normal armor, and the ability armor will get 100% all the time. Basically, organic engineering is implied by the ancient race racial trait. The techs you'd actually research would be "Active Armor Manufacturing", "Active Armor Physics", "Active Armor Engineering", etc. The Last one is the most similar to Organic engineering, but it could easily be fluid metals or something. [ June 20, 2002, 02:55: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
ah, thanks SJ.
Yoiks...23 levels of propulsion!!??? Me doing the regular stuff first then the weapons trees....this gonna be the beast that ate pathy! bTW IMHO, part of the armor tech tree at start...but not all...just a thought. 'Course that depends if I can get the molecular weapons early enough so they have a chance... [ June 20, 2002, 03:29: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val,
The ai empires that counter attacked me were the Centauri Republic Republic(could you remove the second republic from the Centauri name please) and the Drazi Freeholds. They both were using general weapons(particle cannons and plamsa point defence), ecm, combat sensors, elite ground units and fighters-particle gun II with excort carriers. Normally the AI would only used matter gun and other pea shooters. Plus by increasing the speed of they fighters from 1 to 3 have increase the fighters effective. You should also have the ai build large amounts of ship yards at their homeworld, thus increase their ship building capicity. Allot a quarter of yards to planet defense/fighter/mines, another quarter to colony ship/transports ships and the Last half for warships. |
Re: Babylon 5 Mod
Lighthorse:
Consider the CRR just the CR http://forum.shrapnelgames.com/images/icons/icon12.gif Surprised I hadn't heard that one before! I like the shipyard idea as well, I will implement when I get back to working on AI. Pathfinder: I don't think the Ancients need all 23 levels for their engines, only like the first 12-16 IIRC. You shouldn't need organic tech for any of the armors, they will be taken care of by the racial techs and any other techs SJ comes up with. SJ: I'm for whatever you put together, I like the current armors you've put out and expect the others will balance well enough http://forum.shrapnelgames.com/images/icons/icon7.gif There actually are a few other races that have real shields other than 3rd space. The Abbai and Vorlons are the prime examples. The WhiteStars also had a weak shield. I also think the Brakiri might have had shields on some of their ships, IIRC. But none of the other race's shields compared to the 3rd space aliens! The Shadows had an energy absorbtion and emition ability, but no shields of any kind. |
Re: Babylon 5 Mod
Val: Engines-whew...I got 12 in there atm for the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif
Oh and the Raiders come out in game as Raiders Raiders http://forum.shrapnelgames.com/images/icons/icon12.gif okies. no organics research then. SJ: Active armor is coming? It isn't in the techarea.txt file atm. One note: Unless someone objects me gonna have anything that says advanced not start until the Last third or so in research. and if a weapon, only be available (in designcreation) in the Last couple of ship types/sizes (dreadnought/baseship). [ June 20, 2002, 11:00: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
arghhhhhh....whine.......whimper.....
me thinks me gonna go blind doing the Shadow AI http://forum.shrapnelgames.com/images/icons/tongue.gif BTW what tech would the Shadows use for PD? only shadow tech that I recall coming up as a PD tech was multiphased cutter (pulse + molecular tech) [ June 21, 2002, 02:43: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
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Is there a good episode with ship to ship combat involving vorlons? Now, could this be a 50% damage from any weapon thing? Any shield component is going to make for a mighty balance issue. |
Re: Babylon 5 Mod
Don't know exactly SJ but there was a battle with the Ancients (Vorlobns & Shadows) allied against the LNAW+EA+Minbari (or something like that) where an Ancient helped Sinclair convince the Vorlons & Shadows to go join the other ancients wherever the heck they had gone to...
BTW: Got most of the research.txt and designcreation done, now to test the Shadows. hehe, hope I don't have any mis-spelled words http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 21, 2002, 02:50: Message edited by: pathfinder ] |
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