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

Lighthorse August 7th, 2002 07:54 AM

Re: Babylon 5 Mod
 
Val,

Sorry http://forum.shrapnelgames.com/image...s/confused.gif for the confusing message Val, just reread myself. My wife was trying to communicate to me at the same time when I was writing to you. I just can't do two functions at the sametime.
You need to correct the files I noted.

Lighthorse

Jamorobo August 7th, 2002 10:43 AM

Re: Babylon 5 Mod
 
Pathfinder: thanks, the latest b5 mod gold files i can find is (1.49.29), which is 1 Version below the latest non-gold Version (1.49.30). this if anyone wants to know is in the "New scenirio/ mod forum" in the data/graphics thred for se4, it is on the second page.

Lighthorse: are u having probs with the seiv normal Version and the mod?

Perhapse we should create a PBW bab5 gold game for all those with the gold Version of the game, so us goldies don't get left out? http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder August 7th, 2002 10:52 AM

Re: Babylon 5 Mod
 
Jamorobo: A person nicknamed PDF has already made a Gold Version but Last I heard it was on the same site as the 1.49 set. Hopefully that will be transferred with the other stuff to Rambies site.

basically there some scripting differences in 2 files (fleets and another). IIRC one of the differense is references to drones.

been so long since I did anything in Gold I can't remember http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse August 7th, 2002 05:27 PM

Re: Babylon 5 Mod
 
Jamorobo and Pathfinder,

I only used Gold SE4 now. I guess I got to reinstall 1.49 SE4 for Val latest B5mod.

Val, please disregard my earlier Messages.

Lighthprse

Jamorobo August 7th, 2002 09:14 PM

Re: Babylon 5 Mod
 
I've just borrowed normal se4 off a friend so i now can play the mod, First impressions are good, i've just had a few hours on a quickstart game as i didn't want to faf around with the races in a new game. My god does it take some time to get going!!! its turn 120 and i've only got 11000 research points! i've only just got lvl 5 laser weapons. The ai is a bit poor though as they have just got small bLast cannons 2!! i don't think they cope with the V.slow facility construction, which is actually a good idea, it is starting to grow on me http://forum.shrapnelgames.com/images/icons/icon7.gif

Anyway since i've got the mod up, and chance of joining in on the pbw game ( it will be my first game so i will be crap) , if there is any empires left that is. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder August 7th, 2002 10:58 PM

Re: Babylon 5 Mod
 
Val: Any chance of the molecular disruptor (Minbari) could get a pic? http://forum.shrapnelgames.com/images/icons/icon10.gif

jimbob August 7th, 2002 11:45 PM

Re: Babylon 5 Mod
 
Oh pooh
I gave my original SEIV away (not worth the postage to the USA + bother). I'll need to see if I can borrow it back again. Count me in for now though.

Val August 8th, 2002 06:56 AM

Re: Babylon 5 Mod
 
I'm trying to get a hold of PDF about the Gold files, the way I posted the files on the PBW, all we would need to do is post the Gold Data files and a Gold PBW could start up as well.

You 'could' choose Ancient Race in conjunction with any B5 race and it would give you the normal advantage. There is also a B5 Ancient Race, which gives your race access to special 'Ancient' technologies. This should ONLY be taken in conjunction with an actual B5 Ancient Race (Shadows, Vorlons, Kirshiac, Mind Riders, Torvalus), other Races should remember to choose to be a B5 Standard Race or B5 Nomadic Race (major Handicap in this one).

One Last roll call from all who are interested and capable of playing please - we will start within the next 2 weeks.

I'm working on a few things, the Molec Pic is one of them, and am on Version 1.49.31 on my test system. With any luck the AI will get a little more challenging for y'all and some new techs will be added. It looks like I might be reworking the fighter weapons, they are looking too powerful. Input is welcome on that, and anything else!

Fyron August 8th, 2002 07:51 AM

Re: Babylon 5 Mod
 
Val, why exactly are you developing the mod in 1.49? http://forum.shrapnelgames.com/image...s/confused.gif It seems to me as if it would be better to use the latest fixes and such in Gold.

ZeroAdunn August 8th, 2002 08:48 AM

Re: Babylon 5 Mod
 
I am definately in. If somebody else wanted to be the minbari they can have them and I will be the Hyach.

One thing, I noticed there were a lot of racial traits, do all of them actually have technology?

Fyron August 8th, 2002 10:00 AM

Re: Babylon 5 Mod
 
I think many of the more obscure races don't have anything at this point.

pathfinder August 8th, 2002 12:56 PM

Re: Babylon 5 Mod
 
ZeroAdunn: Yes, many of them have technology, not all, but many. That darn tech.txt file is huge...trust me....

As far as fighters weapons: I remember one game with the Shadows that after I had the researched up to their unique weapon tech and placed in the fighters 10 of them killed off a 50+ ship Minbari invasion fleet. The key there was the range...they simply went to max weapon range fired, turned around then came back to fire again. Can't remember the tactic I had them use...

[ August 08, 2002, 12:06: Message edited by: pathfinder ]

Suicide Junkie August 8th, 2002 04:12 PM

Re: Babylon 5 Mod
 
It seems to me that the problem is Extreme range weapons on fighters that is the problem here.

Anybody's main guns should have the range to hit fighters that are shooting at them, even if the much more accurate PD can't.

Lighthorse August 9th, 2002 04:57 AM

Re: Babylon 5 Mod
 
Some races like the Vorlon has a special fighter tech that combines life support with cockpit. I like those type of special race features. Val should design for all the major races a anti-fighter weapon like the Earth Alliance anti-fighter missile launcher. Make some anti-fighter weapons, beam weapon like PDF, or a AFWCCN anti-fighter all weapon computer-control network that controls all the fleets weapons into a unity firing system with extra plus modifier to each weapon firing available against fighters and missiles. If the ship with network computer control system is disable or destroyed, then all the ship drop back to they our less effective Anti-fighter/missile weapons.

Or allow some race(s) to design and build anti-fighter excort class ship with multi-quick firing AF/AM laser beam weapon, good weapon range of 1 to 5 or 6, shielding and/or armor, Special ECM jamming for against fighter/missiles, special combat sensor for fighters or missiles targeting , all packed into a excort hull. A very limited capiable vessel, but useful against fighters or fleet defence against missiles.

The Narn have they energy mines weapom launcher for fighter only defense.

Isn't there a wave weapon that can be used against fighter? I remember reading about it in some SE4 game or a mod of SE4. Maybe some ancient wave weapon that needs to be mounted on a large warship that can be only fired forward, with a limited power and range against fighters, sat's, mines and missiles.

Lastly one can always launched they our own fighters againsy an enemies fighters.

Lighthorse

jimbob August 9th, 2002 08:34 AM

Re: Babylon 5 Mod
 
ZeroAdunn: If you'd like to play the Hyach in particular, I'd trade you for the Minbari. I'm so unfamiliar with the B5 universe, that playing the carrion eaters wouldn't even hurt my feelings! http://forum.shrapnelgames.com/images/icons/icon10.gif (that's the Pakmara, right?). A buddy who knows B5 is going to help me role-play tho, so I won't be making friends with the wrong guys or anything...

B5 Moders: I'm pretty sure I can reclaim my pre-Gold SEIV, so I'm in.
I looked at the Hyach, and noticed a few "discrepancies" regarding the reload times. Several weapons have an actual reload time that is exactly one greater than what is in the description field for that same weapon.
These include Light Laser Cannon IX (description says reload = 1, actual reload = 2), Med Laser X (description 2, actual 3), Large Laser X (desc. 3, actual 4), Heavy Laser I (desc. 3, actual 4). All subsequent levels of these weapons seem to have the same problem. It also seems that some other race weapons have this problem too.

Hope this helps. The mod looks HUGE and I'm really looking forward to getting my butt handed to me by the Shadows.

[ August 09, 2002, 07:35: Message edited by: jimbob ]

Fyron August 9th, 2002 09:03 AM

Re: Babylon 5 Mod
 
No, you have more to fear from veangeful Vorlons than from petty Shadows. http://forum.shrapnelgames.com/images/icons/icon12.gif

Graeme Dice August 9th, 2002 05:37 PM

Re: Babylon 5 Mod
 
What races are still left open in the planned game?

Fyron August 9th, 2002 09:05 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
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

<font size="2" face="Verdana, Helvetica, sans-serif">

[ August 09, 2002, 20:07: Message edited by: Imperator Fyron ]

pathfinder August 9th, 2002 09:55 PM

Re: Babylon 5 Mod
 
Hehe, as Lighthorse pointed out....one kewl/cool thing I have noticed is the fighter vs fighter combat... never saw it before so it was a pleasant surprise...

ZeroAdunn August 9th, 2002 10:08 PM

Re: Babylon 5 Mod
 
All right, I'll take the Hyach then.

Dead Meat August 9th, 2002 10:08 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
No, you have more to fear from veangeful Vorlons than from petty Shadows. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Once again the Vorlons show the very true threat they pose to your races ways of life. They would have all of the younger races believe that their way of logic and order is the only way to survive and that to do otherwise is against very nature of the galaxy. One need only to look at their past deeds too realize their true course. With their genetic manipulation of the younger races they have, in fact, made them selves into Gods. No young jimbob, your people need not fear the Shadow, they are here to help the younger races, not control them.

What do you want?

-Mr. Morden, Shadow Representative

[ August 09, 2002, 21:10: Message edited by: Dead Meat ]

Fyron August 9th, 2002 10:12 PM

Re: Babylon 5 Mod
 
The Shadow are here to help the younger races to kill each other off.

pathfinder August 9th, 2002 11:15 PM

Re: Babylon 5 Mod
 
Ah, but the Shag'Toth are here to put their souls to rest, especially the Minbari.

Fyron August 9th, 2002 11:42 PM

Re: Babylon 5 Mod
 
Any soul hunter that approaches Vorlon space shall be shot.

jimbob August 9th, 2002 11:52 PM

Re: Babylon 5 Mod
 
Dead Meat: No young jimbob, your people need not fear the Shadow, they are here to help the younger races, not control them. What do you want?
Lets start with two huge planets of my atmosphere type, 3 of your Ancient Tech Dreadnoughts (with the CD autochanger, the leather interior, and definitely the autostart function for when the ships are parked on the shadowy side of a planet [brrrrr..]) and a bag of cheeto's.

Zero Adunn: Hmm.. maybe I've changed my mind... but perhaps I could be persuaded... did I mention Cheeto's?

Creators of B5 mod: so, any news on the rate of fire documentation?

pathfinder August 9th, 2002 11:55 PM

Re: Babylon 5 Mod
 
To the Vorlon spokesperson: I like shots of tequila...chilled http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron August 10th, 2002 12:07 AM

Re: Babylon 5 Mod
 
"Shot" as in blown-up, eradicated, destroyed, annihiliated, vaporized, neutralized, obliterated, made to cease existing, pulverized.

pathfinder August 10th, 2002 12:12 AM

Re: Babylon 5 Mod
 
Val: Minbari Molecular pulsar also needs a weapon pic http://forum.shrapnelgames.com/images/icons/icon12.gif

To the Imperious speakuh for the Vorlons: Guess we'll see if the Vorlons give us psyhic "indigestion" eh?

Fyron August 10th, 2002 12:26 AM

Re: Babylon 5 Mod
 
The Vorlons will never be ingested by you filth, so you will never know.

Dead Meat August 10th, 2002 12:42 AM

Re: Babylon 5 Mod
 
Jimbob: The autostart is standard on all our 2250 models. Perhaps I can show you one of our new 2256 OOPS-class Planet Killer ships? With optional Star Bucks coffee shop(trust me their everywhere), for those long trips through hyper-space. Comes in space black, and nova red.

Eveyone else: I might of done something wrong when puting the mod together. It seen that, when i do a full tech game, and click on the question mark to see all the tech, I see each of the componets 3 times. Is this right? All I did when puting the mod together is just putting the zips in their right folder under the data folder (pic to pic).

Jamorobo August 10th, 2002 01:03 AM

Re: Babylon 5 Mod
 
Well if simon is not going to be Belt alliance, i will. if not i might try the raiders, even if they are crap http://forum.shrapnelgames.com/images/icons/icon7.gif

The incorrect reload rates are in all the light med and heavy laser weapon descriptions. which is anoying when playing EA as the best weapons they have are heavy lasers and possibly heavy pulse/laser combo.

The AI needs improving as they are just too easy at the moment. They don't move population around so everything on their colonys takes around 4 yrs, you need to get them to move populaton if it is say over a certain amount on their homeworld. Also the AI is not using any good weapons as the minbari in my game are using light lasers when i've given them the tech for medium ones, other races are still using small bLast guns on most their ships, although this could be down to their lack of research points as they have no new facilities and they take so long to build.

Another thing i have found is that if you build a colony hub on a planet it will lower the amount of minerals you can construct.
eg. if you have a planet with 1600m pop on it it will be able to use around 1000 minerals/rads etc a turn to build facilities/ troops. But if you build a colony hub it reduces it to 300 min/rads a turn which means facilities afterwards such as resaerch facilities take 30 turns insted of say 8 turns. Is this a bug or not???

Lighthorse August 10th, 2002 08:21 PM

Re: Babylon 5 Mod
 
B5mod PBW Players

I suggested the following setting for our game.

Set the map to large cluster quadrant. There always more planets and systems in a large cluster maps, thus more room for all of us to expand in before engaging each other.

Set events to either low or medium event severity.

Player setting; High/100,000 points for starting resources. Home planet value - good. Number of starting planets to one. Score display for own score only, prevents player from dropping out to early. Teschnology level for player - low. Racial points for player - low - at 2000 points.

Player setting; Computer players difficultly set to high, with medium to high bonus. Also activated both generate random computer empires and neutral empires.

Victory conditions; When one player has 500% more points than the second place player and victory conditions don't take effect until after 100 game turns (10 years.

Game Setting; Max uniots set to 20,000+ and max ship set to 20000+ too. Player can view they complete technology tree. Allows to following;
1. Gifts & tributes, 2. Tech gifts/tributes/trades. 3. surrenders of computers empires, but NO human player is allow to surrender to everyother player ( AI or human).
Also have ruins on planets.
Last two settings are very important items for game playable. Players can only colonize planets with THEY breathable atmosphere. If you set the game so you colonize any type of planets, the game will become unmanageable by turn 200 and next to impossable for anyone to win. With most player only able to colonizes oxygen type planets, its will be easier to win and play. If you haven't tried this setting, do so. I agrued these settings with my friend Robyn six months ago, he was right, but I had to play it first before I realized it.

Later my spacefaring friends. Remember you can't suck on a vacuum, when your spaceship takes a hit to your control room.

Lighthorse

Most player must start with rock type colony & oxygen atmosphere, excepted for a few special type of races, like Vorlon.

pathfinder August 10th, 2002 08:56 PM

Re: Babylon 5 Mod
 
Lighthorse: sounds good to me. Whatever ya'll decide...

Fyron August 10th, 2002 09:04 PM

Re: Babylon 5 Mod
 
I fail to see how the game will be unmanageable by turn 200 (much less around that long) with the ability to colonize any planet.

The victory conditions should be set to "by player agreement", and not with any of the bizzare settings. http://forum.shrapnelgames.com/images/icons/icon7.gif Score is irrelevant. What if 1 player has 500% more than the 2nd place player, but there are 10 players allied against him? I don't think the game should end then.

geoschmo August 10th, 2002 10:12 PM

Re: Babylon 5 Mod
 
1.49 + Babylon 5 Ver 1.49.30 is now available for use on PBW.

I opened it up, and I must say the mod looks great. The openeing screen is just awesome! I like the buttons graphics you replaced, and all the races look very nice. Too bad there aren't more of them though. Is that a limitation of the show (I must confess I haven't seen much of it) or just a lack of available artwork for decent shipsets?

Geoschmo

jimbob August 10th, 2002 10:40 PM

Re: Babylon 5 Mod
 
Well, if breathability is a prerequisite to colonization... hmmm, it gives the non-oxygen breathers one heck of an advantage, no? http://forum.shrapnelgames.com/images/icons/shock.gif Would it be possible instead (is it even moddable??) to decrease the facility ratio of domed planets even more instead?

On the plus side, all those 'useless' planets will make for many more races per sector with greater chance of peace, which would make for far more interaction/politics wouldn't it. On the down side again, who wants Vorlon neighbours?! http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron August 10th, 2002 10:52 PM

Re: Babylon 5 Mod
 
writes Hyach down on secret list... http://forum.shrapnelgames.com/images/icons/icon12.gif

Yes, you can mod how much domed planets give you, in PlanetSizes.txt. Personally, I think that domed planets should have more, not fewer, facility slots. http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob August 10th, 2002 11:06 PM

Re: Babylon 5 Mod
 
The default ratio is 1/5th for domed planets vs. non-domed planets. This implies that the dome covers 1/5th of the habitable planetary surface (and even if it's not a direct ratio, the dome would cover some resonably HUGE area). Well heck, that's a lot of sheet metal! http://forum.shrapnelgames.com/images/icons/icon12.gif

Now, most obviously people would build underground instead of building gigantic (fragile) domes (but then we should add underground facilities, so that we can free up some space on those habitable planets too).

Fyron August 10th, 2002 11:23 PM

Re: Babylon 5 Mod
 
The ratio is 1/5 because that is what Aaron set all of the domed values to. http://forum.shrapnelgames.com/images/icons/icon7.gif You can set the domed and non-domed to specific values.

And of course underground areas are used. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo August 10th, 2002 11:24 PM

Re: Babylon 5 Mod
 
I don't know about more facilities, but I have always been of a mind that domed colonies should have more cargo space available. All that non-domed land would be perfect for storing units that have to operate in a vacuum or hostile atmospheres for the most part anyway (fighters/drones/troops). And logically you would think weapons platfoms would not need to be inside the dome. You'd almost prefer they weren't wouldn't you?

Geoschmo

jimbob August 10th, 2002 11:30 PM

Re: Babylon 5 Mod
 
tada post #1100

Anyway, on a more serious note... are the zips supposed to contain the pictures for all the races (ships, portrait, etc)? I just downloaded and unzipped the three files from... PBW I think, and there were no pics for races. Its v1.49.30. Is there a file I'm missing?

ZeroAdunn August 11th, 2002 12:50 AM

Re: Babylon 5 Mod
 
There is a fourth zip, in the shipset section

pathfinder August 11th, 2002 01:02 AM

Re: Babylon 5 Mod
 
JimBob: the Shag'Toth stole their souls http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 11, 2002, 00:04: Message edited by: pathfinder ]

Atrocities August 11th, 2002 02:09 AM

Re: Babylon 5 Mod
 
Oh this is something that really makes me sick. A question was asked about the movie LOtR (Legend of The Rangers)where Epsilon 5 was not seen in the back ground at the end shot where Babylon 5 was. This was the response.

Quote:

When they were moving into post production GVFX asked Warner Bros. Television for the original special effects computer files for Babylon 5 and Crusade - which by contract had to be returned to the studio by the SFX companies working on the show at the end of each season. That's when it was discovered that someone at Warner Bros. had mistakenly dumped said computer files, during routine "house cleaning" of the archives. None of the existing ship models, planets, background plates or other source files from Foundation Imaging or Netter Digital remained. GVFX had to build everything used in the movie "from scratch". Since they had a drop-dead air date and a limited budget, there simply wasn't time or money to reproduce everything they wanted to use in the movie and still deliver the film to Sci-Fi on time. Epsilon 3 was a casualty of the FX screw up.
<font size="2" face="Verdana, Helvetica, sans-serif">

Lighthorse August 11th, 2002 06:50 AM

Re: Babylon 5 Mod
 
OK everybody, the game settings that I suggested were what I would prefer in a SE4/B5mod game. I'm willing to play with other settings or changes in our PBW game. Just wanted a chance to put fore what I thought was a good media for a SE4/B5 mod game.
Still think having most players start with rock/oxygen and only colonizing breathable planets is the way to go.

Lighthorse

Fyron August 11th, 2002 11:01 PM

Re: Babylon 5 Mod
 
I still think that the victory conditions should be dynamic, with no pre-set conditions.

Only home atmosphere leaves a lot of empty planets out there. This doesn't hurt me, as I won't be able to colonize anything anyways. http://forum.shrapnelgames.com/images/icons/icon7.gif

Jamorobo August 13th, 2002 05:57 PM

Re: Babylon 5 Mod
 
Hi, i'm wondering if the ai can use jump gate tech if it gets it's hands on it, eg. would it use a jump drive to get to another sector or would it just move normaly?

You probibly have discused this before, (it is a major point for the game) but...

I'm thinking about this because i was wondering if you could implement it so the game starts off with no warp points and you have to research jump points and jump drives but have jump drives which are cheeper and smaller than the one you have now, have it a low level tech which the ancients have allready and others can research quite easly. At the moment i tried to re-create a Earth battle cruiser, jump drive and all. It ended up costing me 64,000 minerals just to build, becase of how much jumpdrives cost.
You could make it so some races have better jump drives than others, in one b5 episode it's said that the white star ships have a jump drive even though other ships of it's size don't, they use this to their tatical advantage and so should you.

I'll be back on soon to carry on but for now any responce?

Suicide Junkie August 13th, 2002 06:20 PM

Re: Babylon 5 Mod
 
ISTM that "Only colonize own planet type" would be better than "only own atmosphere".

The Moon and Mars are certainly significant colonies, and they do not have an oxygen atmosphere.

Jamorobo August 14th, 2002 01:11 AM

Re: Babylon 5 Mod
 
I've found a bug, If you research jump gate tech lev 1 you get level 1 jump gate and level 4 jump gate!

Lighthorse August 14th, 2002 06:40 AM

Re: Babylon 5 Mod
 
The setting for the PBW game are only what I would want. Please post what you would like in the B5mod PBW. Val, then can review all the different settings and get an idea what we would like.

Lighthorse


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