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

pathfinder August 2nd, 2002 12:03 AM

Re: Babylon 5 Mod
 
Never done PBW. Guess there could be a first time http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie August 2nd, 2002 12:53 AM

Re: Babylon 5 Mod
 
Quote:

SJ: guess I'll have to check and see by switching to them. All I know at the moment, that &^%$# rock/moon is sucking 2-3 infantry a turn...Guess my plan to simply invade and take over is out the window....

Update: SJ: Naw, they aren't building anything. The Grome have 2 infantry left and those &^%$#@ are slowly eating up "veteran" medium infantry...only 32 left of 50 now...
<font size="2" face="Verdana, Helvetica, sans-serif">32 guys isn't that much.

It may be that the 50 guys had just barely enough firepower to take down one Grome unit (militia or infantry?) After taking a few casualties on both sides, your troopers lost enough guys & thus firepower that you can't kill any more Grome units.

It sounds like your troopers are suffering from snipers or hit and run actions, and have fallen back to defensive positions to await reinforcements http://forum.shrapnelgames.com/images/icons/icon7.gif

If you were to drop another force similar in strength to your original attack force, you should be able to finish them off. Be sure to send the reinforcements before your current force is wiped out.

ZeroAdunn August 2nd, 2002 05:21 AM

Re: Babylon 5 Mod
 
Arrrghhh, I am dying to get a hold of a working Version of this mod!!! Dying!!!!

oleg August 2nd, 2002 05:26 AM

Re: Babylon 5 Mod
 
I made some changes to Vorlon ship set. It has some new images. AI is TDM Aquelinas (made by A.Lescano). Obviously, it can be played with unmodded/TDM SE but needs changes for Babylon5 mod

1028258713.ZIP

Val August 2nd, 2002 05:31 AM

Re: Babylon 5 Mod
 
Well, Rambie should have the newest Version in his hands by tomorrow and hopefully get it up on his webpage sometime soon http://forum.shrapnelgames.com/images/icons/icon7.gif

I'll incorporate the newest Vorlon images in the 1.49.31 update.

pathfinder August 2nd, 2002 05:35 AM

Re: Babylon 5 Mod
 
Whine (and no cheese in sight!)....

SJ: too late all that is left are 10 Light troops (armor/VTOL)....taking me awhile to make the new troopship and GROPOS (elite/Marines...heavy infantry))

oh well, next time mebbe......

oleg August 2nd, 2002 06:09 AM

Re: Babylon 5 Mod
 
Val, you may want to swap Vorlon' Baseship and Dreadnoght pictures for Babylon5 mod. I made Planet Killer Dreadnoght just because in standard SE base ships are something of rarity and I wanted to have a distinct P.K. picture more or less often during the game. Different hull sizes in Babylon mod may justify the interchange, although I am not still sure about it.

Lighthorse August 2nd, 2002 06:24 AM

Re: Babylon 5 Mod
 
Val

Count me in for PBW B5mod game.
I would be willing to play the Narn or Vorlon.

Lighthorse

Val August 2nd, 2002 06:04 PM

Re: Babylon 5 Mod
 
Ok, so far that's two people interested:

Lighthorse - Narn
Fyron - Vorlon

Any other takers? Pathfinder? Simon?

We have several races with full shipsets -
Earth Alliance, Minbari, Centauri, Soul Hunters, Lorkans, Shadows and LNAW and several that could be adapted to work - such as the Gaim & Markab. Vree are all but done as a set as well. The Technomages are done, but need their technology worked on a bit before they'll be playable. One thing to note:the Ancient races no longer have the ability to create their own colonies, they have to rely on allies or capture.

This would be a v1.49.30 or .31 game.

Now, next question, how does one go about setting up a PBW game, SJ?

geoschmo August 2nd, 2002 06:19 PM

Re: Babylon 5 Mod
 
If you have a mod that needs set up for the game you need to talk to me about it. Unless you are planning on usign PBW to collect the .plr files and running the turns offline, which works too.

If it's just going to be the custom shipsets though using the stock game you don't need a mod.

Geoschmo

[ August 02, 2002, 17:21: Message edited by: geoschmo ]

Val August 2nd, 2002 06:24 PM

Re: Babylon 5 Mod
 
Ok Geo, so what do I have to do to setup a PBW for the Mod?

Dead Meat August 2nd, 2002 06:32 PM

Re: Babylon 5 Mod
 
I'd like to join if i can. LNAW would be my chose.

Val August 2nd, 2002 06:38 PM

Re: Babylon 5 Mod
 
When playing the LNAW, you can choose to either have several of the unique racial abilities or you can just pick one race and spend your points on abilities.

geoschmo August 2nd, 2002 06:49 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
Ok Geo, so what do I have to do to setup a PBW for the Mod?
<font size="2" face="Verdana, Helvetica, sans-serif">You need to tell me where I can get the Version that you want loaded on PBW, and then wait a couple days so I can get it set up for you. In the mean time you can create the game and people can join and all. You can even do the first turn and get the game started since you make that turn on your pc. But before the player files are uploaded and the first turn gets processed on PBW we need to have the mod on PBW and changed your game over to that Version.

Then if you ever decide you need to update the mod, you have to tell me about it so I can upload the changes before you start using them in your game.

Geoschmo

Val August 2nd, 2002 06:51 PM

Re: Babylon 5 Mod
 
Thanks Geo!

I'll try to get it organized over the next week and see if enough people are interested in doing it, then send you the mod. Thanks!

geoschmo August 2nd, 2002 07:01 PM

Re: Babylon 5 Mod
 
Yeah, if you could though, post the mod somewhere, in the PBW file library if you wan't even, and send me a link. My email box isn't all that big.

Geoschmo

Val August 2nd, 2002 07:50 PM

Re: Babylon 5 Mod
 
Is there any problems with size? The mod is pretty big...

geoschmo August 2nd, 2002 08:04 PM

Re: Babylon 5 Mod
 
For the PBW file library? No, there shouldn't be any problem. What are you calling big? http://forum.shrapnelgames.com/images/icons/icon12.gif If it's bigger then 5MB all I ask is that you put something in the comments to that effect so people who try to download it can get an idea how long it's going to take.

We've never had to put any kind of restricitons on mods for the PBW library. I even tried to get Hadrian to post his UM1 there, and it was what 15MB? I can't remember now.

We have gigabytes of space available. If it starts filling up I can always go back and delete old Versions. As it is now there are some mods with several Versions on it.

Geoschmo

Val August 2nd, 2002 08:19 PM

Re: Babylon 5 Mod
 
Well... the 2 zip files that make up the mod are 18.6 MB, and that doesn't include the two latest shipsets.

geoschmo August 2nd, 2002 08:33 PM

Re: Babylon 5 Mod
 
That's fine. It will be the largest mod we have I believe, but it's not a problem.

Val August 2nd, 2002 09:40 PM

Re: Babylon 5 Mod
 
Where do I upload the files to?

geoschmo August 2nd, 2002 09:46 PM

Re: Babylon 5 Mod
 
Go to PBW, click file library on the left, and then click SEIV Mods. At the bottom of the page is a file upload form.

Gandalph August 2nd, 2002 10:20 PM

Re: Babylon 5 Mod
 
I think I would like to join this B5 Mod game, however I cannot access the B5 Mod homepage or find the Races on PBW. When I click on the B5 Mod Homepage link in Val's sig, I get 403 Forbidden.

pathfinder August 2nd, 2002 10:41 PM

Re: Babylon 5 Mod
 
Val: Minbari or Shag'Toth (Soulhunters)

[ August 02, 2002, 22:15: Message edited by: pathfinder ]

Lighthorse August 3rd, 2002 03:05 AM

Re: Babylon 5 Mod
 
Val,

My friend/Milton who plays SE4 more than I do, would like to join PBW B5 mod game. We have been playing B5 mod for Last six months. Milton would like to be the Centauri Republic.

Lighthorse

Val August 5th, 2002 06:32 AM

Re: Babylon 5 Mod
 
I'm going to try to get the Mod uploaded to the PBW server this week and talk to Geo about setting up a game. Also, Rambie is working on posting the mod on his site.

For the PBW, so far I have:

Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Simon (?) - EA
Pathfinder - Minbari/Shag'Toth (since Shag'Toth don't have unique weapons, I'd lean towards Minbari)
Gandalf - Any preference on race to reserve?
Dead Meat - Shadows
ZeroAdunn - ?
Tesco Samoa - EA/BA?
We could probably use the neutral races as well, as many of them have unique weapons.

Some ground rules would also have to be set - like we don't have to have any racial hatreds for the younger races, just the Shadows and Vorlons. We can predecide teams, and so on.

I may also ask (those of you interested in helping me to design the AI) y'all to record the areas/levels you research as you go along. I can then use that as a more unique template for your race - this way all the AIs don't do exactly what I would as that race.

I'll give y'all more info over the week. Thanks for the good response!

[ August 05, 2002, 17:55: Message edited by: Val ]

Fyron August 5th, 2002 07:10 AM

Re: Babylon 5 Mod
 
Come on, I know someone wants to be the Shadows! http://forum.shrapnelgames.com/images/icons/icon7.gif Who wants to be my arch-enemy? Or... if someone would rather play the Vorlons, I'll be the Shadows. http://forum.shrapnelgames.com/images/icons/icon7.gif I'm happy either way.

Val:
Do you have a file somewhere that tells you the important techs to research for each race?

[ August 05, 2002, 06:11: Message edited by: Imperator Fyron ]

Val August 5th, 2002 07:40 AM

Re: Babylon 5 Mod
 
If noone else does it, I'll take the Shadows to provide the balance http://forum.shrapnelgames.com/images/icons/icon7.gif

Right now there is no list of 'important techs' to research, but you can look at the AI research file to get some helpful tips on what will get you started. Though I would also research your racial specific items - like Vorlon Light Weapons, then Electro Magnetic Weapons - and so on.

Vorlons and Shadows also get a unique tech to trade called 'Shadow/Vorlon Based Technology' that they can give to younger races that will allow them to develop some special weapons and components - which the younger races can further research to gain more potent Versions.

[ August 05, 2002, 06:44: Message edited by: Val ]

ZeroAdunn August 5th, 2002 07:59 AM

Re: Babylon 5 Mod
 
Can I play!!!

Fyron August 5th, 2002 08:00 AM

Re: Babylon 5 Mod
 
Looking throguh the AI files was what I did not want to do. http://forum.shrapnelgames.com/images/icons/icon7.gif So Vorlon weapons are the Electro-Magnetic ones?

Do the normal racial tech traits do anything anymore?

Dead Meat August 5th, 2002 08:31 AM

Re: Babylon 5 Mod
 
Val, you might of forgoten me, sense I didn't see my name on you list. I don't mind playing the shadows if you no else is going to. I just picked LNAW sense I'm playing that race is some of my PBW games. Doesn't matter who i play though.

Val August 5th, 2002 04:27 PM

Re: Babylon 5 Mod
 
Dead Meat:
Which would you prefer to play?

Fyron:
Yeah, Vorlon are mostly EM weapons - all the Lightning Cannons and Discharge Guns.

Zero Adunn:
Of course, more than welcome. Any particular race you want to play? You can check the list below for races that are taken.

mottlee August 5th, 2002 05:46 PM

Re: Babylon 5 Mod
 
Val, Link to "Home Page" bad http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/confused.gif

tesco samoa August 5th, 2002 05:53 PM

Re: Babylon 5 Mod
 
Val what is left....

I am interested in playing the Earth .. But I will Have to check my schedule...

Dead Meat August 5th, 2002 06:27 PM

Re: Babylon 5 Mod
 
Shadows are fine.

Val August 5th, 2002 06:44 PM

Re: Babylon 5 Mod
 
Mottlee:
Yeah, I know the site is fubared, but Rambie is working on adding the info to his site, and I will be uploading the files to the PBW server as well - and I will post links when I do.

Dead Meat:
Shadows it shall be. Now Fyron has a name to associate with his hated enemy http://forum.shrapnelgames.com/images/icons/icon12.gif

Tesco Samoa:
There are two other bids for EA, but you could use the EA shipset and play using the Belt Alliance technologies (mostly matter weapons). There are also all the various LNAW races (you can choose to focus on one race or take the racial traits for the 5 major races in the LNAW, the Abbai, Drazi, Brakiri, Vree & Pak'ma'ra) - and I have a new shipset for the Vree (they focus on Antimatter weapons). The Hyach (laser and miniature technology - slow reload but powerful) & Lorkans (use basic and stolen techs, no real individual tech of their own) are also available as complete shipsets. The Gaim (toughest ground troops) & Markab could be upgraded to more complete shipsets (using LNAW ships as fillers). The Technomages are also complete, but I think I'm going to test them out - as they are s l o w to develop and might frustrate one of y'all http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 05, 2002, 17:54: Message edited by: Val ]

ZeroAdunn August 5th, 2002 11:19 PM

Re: Babylon 5 Mod
 
Can I be the minbari? If not how about the Vree?

Val August 6th, 2002 12:13 AM

Re: Babylon 5 Mod
 
Pathfinder had requested the Minbari or Soulhunters earlier, though the Soul Hunters are really limited in what they can do right now (no real race specific weapons), so once he decides, we can give you the Minbari else - the Vree.

pathfinder August 6th, 2002 12:21 AM

Re: Babylon 5 Mod
 
Hehe, I'll take the Soul Hunters....

since I have played the Minbari almost as much as I have the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif

jimbob August 6th, 2002 01:33 AM

Re: Babylon 5 Mod
 
Not being nearly the B5 fan of many of you, I thought I'd wait to jump in. Now that it looks like most of the bigger fans have picked their favorite race... I'd be willing to run the Hyach. I'm not Mr. PBW or anything, but it's not like the Hyach are as important as say the Shadows anyway http://forum.shrapnelgames.com/images/icons/icon12.gif

Edit: Oh, and I can't get through to the B5 homepage to download the most recent Version. Will the "access forbidden" go away sometime soon, or do I need a password?

[ August 06, 2002, 00:51: Message edited by: jimbob ]

pathfinder August 6th, 2002 02:43 AM

Re: Babylon 5 Mod
 
jimbob: Val is getting some space at Rambie's site. Hopefully that move is soon. The Hyach can be some fun too http://forum.shrapnelgames.com/images/icons/icon12.gif

Val August 6th, 2002 03:40 AM

Re: Babylon 5 Mod
 
The Hyach are pretty cool, they have some powerful laser weapons, including a spinal laser that rivals the Shadow slicer beam - except the reload time is horrible!

That site is down, and I will be posting it in a few places later this week - just keep your eyes on the forum for the links http://forum.shrapnelgames.com/images/icons/icon7.gif

Ok - here is how it stands for PBW:

Pathfinder - SoulHunters
Imperator Fyron - Vorlons
Lighthorse - Narns
Milton - Centauri
Rambie (?) - EA
Gandalf - Undecided
Simon (?) - EA / BA / Raiders
Dead Meat - Shadows
Tesco Samoa - EA?
Zero Adunnn - Minbari
Jimbob - Hyach

What's the limit on number of players?

[ August 06, 2002, 02:52: Message edited by: Val ]

Fyron August 6th, 2002 04:53 AM

Re: Babylon 5 Mod
 
20 is the max number of players.

Val August 6th, 2002 05:37 PM

Re: Babylon 5 Mod
 
Geo - Having trouble uploading the core files, I even tried to split it up into 2 files (one is 12MB the other 6MB) and I can't get the 12MB file to upload. Is there a limit on size or anything?

[ August 06, 2002, 17:45: Message edited by: Val ]

Val August 6th, 2002 09:59 PM

Re: Babylon 5 Mod
 
Ok, mod files are posted for Version 1.49.30 on the PBW server.

Do to size restrictions I had to post it in 4 seperate zips - the only file that should overlap are the ModInfo files in each zip.

The files are:

In the Shipset area-
B5ShipSetsMod.zip - All the existing complete shipsets (included neutrals and generics)

In the SE IV Mods area-
B5CoreMod.zip - All core Graphic files
B5CoreModS.zip - All core Sound files
B5DataMod149.zip - All the Data files for 1.49

Though this might be changing, so if you only see the B5CoreMod and B5DataMod149 files, that is ok.

You can find them at:
SE IV PBW Page

I will setup the game within the next week or so, there will probably be one patch before we start that will add the EM and Gravitic weapons.

Later!

[ August 06, 2002, 21:07: Message edited by: Val ]

Byte August 6th, 2002 11:01 PM

Re: Babylon 5 Mod
 
This is great news! Althought im a bit confused http://forum.shrapnelgames.com/images/icons/icon7.gif u said the Version is 1.49.30, isnt it the update that makes it the Gold Version? Either way ill probably find out when i open the zips. http://forum.shrapnelgames.com/images/icons/icon7.gif Ill post some praise when im done loading it up, good work again.

Jamorobo August 7th, 2002 12:05 AM

Re: Babylon 5 Mod
 
Hello, this is my first post, and i've had SE4 gold for only a day now so bare with me... http://forum.shrapnelgames.com/images/icons/icon7.gif

Anyway, i have been following this thred for some time now and just now i have downloaded all 4 files and stuck them all in a folder together and then put them in my SE4 dir. I've set the path to the folder and started se4......... well you can guess what has happend, it's come up with a little box saying things are missing from the settings text eg. "could not find asteroid low value in record 1" or somthing along those lines. it has done it for about 13 different things.

Now i'm guessing that it is either me or the files, but it's probibly me. Is the stuff u put on the PBW site compatable with the gold Version as this might be the prob. as the setting files are prob configed for the normal se4.

also it said there were 2 different Versions in the patches for gold and non-gold but there was only 1 load of files in each zip. this might matter or not, i don't know.

Anyway i'm looking forward to playing this mod (It's one of the main reasons i bought the game)
as long as i can get it too work http://forum.shrapnelgames.com/images/icons/icon12.gif

thanks

pathfinder August 7th, 2002 12:43 AM

Re: Babylon 5 Mod
 
JAMOROBO/BYTE: The Version of the MOD we are going to test PBW (TCP/IP) with is for the OLD Version of SEIV not the Gold Version. Sorry....there is a Gold Version available but i can't remember where it is found (maybe in the races part of forum?).

[ August 06, 2002, 23:45: Message edited by: pathfinder ]

ZeroAdunn August 7th, 2002 07:25 AM

Re: Babylon 5 Mod
 
Ahh dang it, I thought this was gold, I may have to withdraw, I will check to see if I can find my old copy, if not i will have to withdraw...

Lighthorse August 7th, 2002 07:45 AM

Re: Babylon 5 Mod
 
Val,

I unzipped your mod and installed it into a new folder. Tried opening it with SE4 launcher, but it locked up on me. Problem with your new B5mod files in that it doesn't want to load up into SE4 and I get these following error Messages. There somethng wrong in the following Folder/files; Data folder/file name; setting.txt, components.txt and vehiclesize.txt and Ai Folder/file; defauft_ai_setting.txt.
Copy over the questionable files with old files from earlier B5mod folder and the game boots up.

Question, If the Narn has ancient race advance char. in they ai setting, is it allowable for player to used?

Later
Lighthorse


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