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Re: Babylon 5 Mod
The ultraefficient Gravimetric engines have 8 movement per engine then add 1 bonus movement point and 1 bonus combat movement point. IIRC the bonuses are 1 time (not per engine).
There was a discussion awhile ago (May, early June) about the issue of limiting the # of engines, can't remember the outcome. |
Re: Babylon 5 Mod
For those of you who want the B5 Gold MOD (done by PDF) here is a link (sorta) to the MOD Forum:
http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3 look for a post by PDF on June 4, 2002. It is before Val's Last patch but is Gold compatible.... |
Re: Babylon 5 Mod
My dad's PC isn't working well http://forum.shrapnelgames.com/images/icons/icon9.gif
Mabey it's that. |
Re: Babylon 5 Mod
The link Pathfinder provided leads to a file I also DL'ed. This works perfectly, but (there always seems to be a "but...") with thst file installed I can't build any ships. And the "Races" directory is indeed filled with pictures of ships and the like. Strange, isn't it?
Thnaks for the little toturial you wrote for the noobs under the B5Mod Users (like myself). Again, keep up the good work! |
Re: Babylon 5 Mod
Timstone: Build ships? Are you trying to make .emp (saved empire or race) files or new ships sets for new races? If trying to make .emp files. Use the AI_general file to build the race characteristics then save file (in-game menu). IIRC there is a tutorial in the Gold manual on how to do this (if not maybe on the CD?) If you want to make new ship pics-the game has no editor as such to do that, those who make new shipsets use 3d party 3d modeling and/or graphics programs.
The races folder within the pictures folder (then a folder for each individual race) is a normal SEIV convention. Here is an article by Tampa_Gamer on MODs and MODding in SEIV: http://www.cgOnline.com/tips/spaceempir-04-t1.html Also here is a link to the SEIV launcher by Matryx (and his Mod Launcher): http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=7 Just look for his post(s) on that thread page. What I am saying here is: Me confused as to what the problem is??!! [ August 30, 2002, 10:45: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Timestone,you can't build any ships?,Do this on setup with a race go to (advance trait) and select B5 Standerd race 0, or nomadic 0 this will show begining ships to build in ship design window.This is a MUST to build any ships in the game. Note;I made this mistake of Not selecting this, because i thought it was some cheap begining tecks of sorts.
Ferengi Rules of Acquisition #89 Ask not what your profits can do for you,But what you can do for your Profits [ August 30, 2002, 11:30: Message edited by: HEMAN ] |
Re: Babylon 5 Mod
Ah yes, now I see.
And could you give me/us a brief ist of wich races are complete? And wich major things need to be done before the whole mod is ready. I know, a good mod is never completely ready. |
Re: Babylon 5 Mod
None of the AI are complete; however, I have done some very basic AI (race specific research and designcreation) for the following: Earth Alliance, Minbari, Centauri, Narn regime, Shadows have basic less armor (they only have inert not the full blown passive armor(s)), Vree and Brakiri.
I'll have to update the zip file I have in the shrapnel MOD forum as I have updated/added to the files in it since I posted it Last week. Some of the things left to do are (IIRC): Vorlon weapon tech tree/area, pics for at least two (2) of the Minbari race-specific weapons, update to the default_AI files with more complete research and designcreation files. Finish the Abbai, LLort, Markab, Grome and Gaime neutral race AI files (several have race-specific weapon tech trees). IIRC, Val said there are some tech areas not implemented that need to be done (1 I remember is that industry has 3 levels, not one as implemented atm). [ August 30, 2002, 22:30: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Pathfinder: Have you removed Shields from the Ai research list in the latest ai files for each race and default? I't's just i checked the minbari computer opponent in my latest game after adding your ai patch and found that they had researched 7 levels of shield research even though there arn't any shields to get! http://forum.shrapnelgames.com/image...s/rolleyes.gif
Anyway the new ai is a bit better than the default ai even though there was a minor problem with the Centuri research files with RCE on "Ecm" and it looking for the "weapon platform" tech when it's actually "Platforms". I was wondering is the centuri the only race that researches better weapon platforms as races such as minbari don't have them in there research files. I've also noticed with the ai that they won't build attack ships bigger than corvetts and any ship bigger than that is a specialist ship eg. minelayer. they do have the technology for big ships and they also have designs for large warships but they never build them http://forum.shrapnelgames.com/images/icons/icon9.gif It becomes a problem when i start pushing through the galaxy with my authentic EA Battle crUsers (Which i'm very pleased with) and i'm pushing aside escorts armed with medium laser 2's, with my laser/pulse array 8 wielding hulks of death http://forum.shrapnelgames.com/images/icons/icon12.gif I think this might be down to them not having good enough engines as most of the space in the ai's big ships ends up as early engines insted of weapons. The ai's going well though and to my suprise the ai is coping well as the vorlons and the shaddows. the vorlons have captured 4 planets off the minbari in a war in my recent game. The shadows however were stuck behind 4 black holes in the game so they couldn't really get anywhere. Oh that reminds me can we please have less black holes when creating a galaxy as two races have been screwed in my game as they can't expand as there are black holes in the way ( try sending an early colony ship through a black hole sector http://forum.shrapnelgames.com/images/icons/icon10.gif ) Other then that the mods damn cool http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Babylon 5 Mod
Ach, I REALLY need to upload the latest Version of the files. I had several typos in the Centauri. Dunno why the Minbari are researching shields as they are NOT in the Minbari_AI_research file.....
Val (others?) decided to not include shields (very few, if any B5 races had them...maybe in later for those that did as a race trait) *Da path wanders off aimlessly muttering about getting a molecular disruptor and disrupting the Minbari research minister* http://forum.shrapnelgames.com/image...s/rolleyes.gif Me been wunderin' wtf on that warships no bigger than frigates too...but in my Last coupla tests the Narn at least have been building destroyers (real ones---with those *&^%$# ion torpedoes...bleah). Maybe the AI research files need propulsion researched earlier to get those larger (standard & advanced) engines. [ August 30, 2002, 23:23: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
well shields appear in ALL of your new (BETA) ai research files
Firstly.... AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term) Tech Area Name := Shields Tech Area Level := 10 Tech Area Min Percent := 25 and then secondly... AI State := Not Connected Tech Area Name := Shields Tech Area Level := 5 Tech Area Min Percent := 25 These are the only 2 mentions of shields in each of the research files. I think this is also true in the defalt ai research file http://forum.shrapnelgames.com/images/icons/icon7.gif I think this is what is causing the problem with them researching shields http://forum.shrapnelgames.com/images/icons/icon10.gif I was gonna see if i gave the ai in my game all my propultion tech up to gravametric engines, if they would start building big ships, however i just deleted all my save games for old ai b5 so i could start afresh with new ai about an hour ago http://forum.shrapnelgames.com/images/icons/icon8.gif oh well! Also is there any way u can make it so the ai uses population transports and ships pop to other planets as it would make them alot better as there colonys otherwise take YEARS to build the simplist of things. |
Re: Babylon 5 Mod
HEMAn got it right! That's what I meant. Hmm... so I have to click that little thingie? Alright, I'll try it. Thanks!
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Re: Babylon 5 Mod
Yup, you're correct. I just finished checking them myself....forgot to look at unconnected....
I'll fix and post a new set in the MOD forum in a few. population minister SHOULD be doing that....???? maybe another AI minister needs some disruptor "persuasion"? Tell me about how long it takes! even with a fleet of transports it can take years to get even a manufacturing colony (hub?) built much less a colony hub or homeworld hub.. [ August 31, 2002, 00:18: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
ah ha! and if ya want race-specific stuff you gotta put in the race (see the AI_general file for the trait name). matter of fact ya gotta have BOTH to get it "right".
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Re: Babylon 5 Mod
Update is delayed. I keep getting the following error when I try to upload:
"Illegal File Format (extension) You can not upload this file format" I used a newly created .zip (made by winzip) but it won't load. I have contact Shrapnel to see what can be done. |
Re: Babylon 5 Mod
I've found that Manufactoring hubs and Colony/homeworld hubs are the worse thing you could put on a planet with lots of slots as you can only have 1 space yard on a planet and the above count as one so no Colony hub and a space yard on the same planet http://forum.shrapnelgames.com/images/icons/icon9.gif . This gets even more anoying whn trying to build other stuff afterwards as. eg. a colony hub can produce with 300 minerals a turn. However it will lower the minerals/turn on a planet even if with out one the population creates stuff using more minerals per turn.
eg. the population of 4000mil on a planet builds at 1600minerals/turn. I'f u stick a colony hub on it reduces it to 300min/turn and just adds on a production bonus for population size !!!!!!!! http://forum.shrapnelgames.com/image...s/confused.gif This is why i allways build a space yard on all my planets first even if it takes about 2yrs to do it as after that building are produced much quicker! |
Re: Babylon 5 Mod
my .zip must have been corrupt(?). I made another one and it took. Updated files are at :
http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001 the zip file is: 1030751107.zip. Hope the errors are gone. Jamboro: There are other advantages to a colony hub/homeworld hub. Me, I make MOST colonies as a manufacturing colony but combines with mining and/or agricultural colony. Homeworld helps get pluses for any fleets engaged in combat in-system. Also helps with morale and storage of materials and add cargo space...spaceyards don't. As in all things, trade-offs are there...*shrug* [ August 31, 2002, 00:57: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
About how long it takes....
A planet with 4mill ppl on it will take 14.0 yrs to make a space yard. A planet with 254mill ppl on it will take 7.0 yrs to make a space yard. that 250mill was moved by 1 population trans with 2 cargo modules on it 600kt of cargo space i think I think that is alot of differance in time, thats a whole 70 turns difference in the creation of a space yard! so you can see that just moving 1 lot of population can make the ai much more of a chalange as it will over time have a bigger industry for research and materials which is allways a good thing in gameplay terms. |
Re: Babylon 5 Mod
I know Jamboro, I simply do NOT know HOW to tell that population minister to get off his/her arse and move the population... except when I am the Emperor http://forum.shrapnelgames.com/images/icons/icon12.gif
[ August 31, 2002, 01:00: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
SE population minister works this way :
-- It moves population only to "native" atmosphere planet. That is if you are oxygen, no methan planets will ever receive any transports http://forum.shrapnelgames.com/images/icons/icon9.gif I do not know what will happen when you capture homeworld of another atmospher race. I suspect it will not move them though. -- In every moment there is only one "target" planet to get population, all transports are always directed to one particular planet. According to my observations, it is the closest planet with native atmosphere to homeworld. -- Sometimes AI turns transports back. Ships must have about 150% supplies to make round trip. Otherwise they will be caught in silly "resuply" loop without moving any population at all. -- I still do not know when AI decides when one planet get enough people and switch to another planet. I suspect it is when "population bar" is filled up to 2/3 |
Re: Babylon 5 Mod
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2-yup... 3-doesn't apply to B5..or have nOT sen it in a LONG time anyways.. 4-It usually stops at around 600-700 million regardless of how much population the planet can hold (unless of course that is less than 600-700 millions) then IIRC the 2/3 rule applies. |
Re: Babylon 5 Mod
Question on ship size: What determines what size ships to build. I (and others) have noted that the AI only build to the level of destroyer (me) or frigate (others). The vehiclesize.txt files for B5 seem to be ok, so what controls WHAT size is actually built? Only vehicles that are bigger are specialty ships such as mine layers, troop transports, etc.
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Re: Babylon 5 Mod
Does it design bigger ships ? If not, then problem is with designcreation.txt. If designs exist but AI does not build, problem is in vehicleconstruction.txt - check out out what names are used in that file and how do they corrspond to design names in designcreation.txt
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Re: Babylon 5 Mod
yeah designs made but not built...thanks!
only ship mentioned in vehicleconstruction.txt (default) is attack ship, which is NOT mentioned at all in designcreation...hmmmm..??? ugh..me gonna gets sick....guess this means race-specific vehicleconstruction.txt files need to be made....*whaaaa* http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif Anyone with suggestions on how to make race-specific vehicleconstruction file? Remember most races have some unique race-only weapons so EA cruiser will be Much different from Narn (for example) so a "generic" attack ship won't do (if I understand this correctly). In other words, what ship size do I put into that file...destroyer, cruiser, ?????? or do I actually make an attack ship in the design creation with that races "best" weapon? same with defense ship?? Confoosed: All the ships (scout to base ship) have listed "attack ship" as "type" ....so why aren't the light cruisers and above being built? [ August 31, 2002, 14:04: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Using "attack ship" in construction file should work. Are you using 1.49 or Gold ? They treat construction.txt very differently. Also, check out AI_setting.txt file. First several lines set up maximum hull size to be used for how many turns from start. It is unlikely to be a problem, but check anyway.
To learn how to make race-specific construction files, check latest TDM. Most original races have truly unique files ! [ September 01, 2002, 04:42: Message edited by: oleg ] |
Re: Babylon 5 Mod
Oleg: I use both, though "officially" the MOD is only being tested atm for 1.49.
eeeewwww...some had no values there.... [ September 01, 2002, 05:26: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Next question: Would the Raiders be a B5 Nomadic race?
[ September 01, 2002, 05:32: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Pathfinder
Next question: Would the Raiders be a B5 Nomadic race? I would think so, I don't remember the raiders having a homeworld. Thus they would be nomadic, right. Lighthorse |
Re: Babylon 5 Mod
Lighthorse: That was my line of thinking, just wanted to make sure it wasn't the beer thinking http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Ehh... when does someone release a Version of the Raider shipset?
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Re: Babylon 5 Mod
Timstone: the set I have is very incomplete (from Val's Last update), just enough to prevent most in-game errors http://forum.shrapnelgames.com/images/icons/icon12.gif
I been beefing up its AI along with the others. Though this is one I have not as yet done the research and designcreation on....yet.. [ September 01, 2002, 15:34: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Haha, we'll wait, us fans are patient. Keep up the good work.
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Re: Babylon 5 Mod
So, umm... are we gonna be playing that PBW game anytime soon? http://forum.shrapnelgames.com/images/icons/icon12.gif I strongly suggest that it be done in Gold.
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Re: Babylon 5 Mod
IF: dunno, Val wanted to get the Vorlon tech done and a few graphics/component pics done but I haven't heard a peep out of him in several weeks.
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Re: Babylon 5 Mod
Me neither. Vorlon techs would be nice for a Vorlon player to have in a PBW game. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
I understand the mod ain't ready yet, so in the future are the vorlons and shadows not allowed to get the colony techs since I read that they won't be ablo to colonize? Or have I understood it wrong? http://forum.shrapnelgames.com/image...s/confused.gif Oh and how many people are making this mod, so does anyone know when it'll be finished? thanks
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Re: Babylon 5 Mod
Mod is nearly finished for v 1.49 (non-Gold). Some of the racial techs have to be put into the techarea.txt file, componet pics made for them then the AI developed. Some of the AI need AI or the AI more polished. Some race-specific weapon pics need to be made. You guess is as good as mine as to when it'll be finished.
As for the Vorlons and Shadows colonizing *shrug* don't matter to me on way or the other (though the Shadows weapons, especially fighter weapons are awesome, almost unbalanced). |
Re: Babylon 5 Mod
That is partially why they can't colonize. http://forum.shrapnelgames.com/images/icons/icon7.gif They don't really need it to become powerful.
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Re: Babylon 5 Mod
Val, me and a two others were playing a non-gold game and noticed some peculiarities. I was working with him on a new Facility data file for the non-gold Version.
Did he sent it to anyone else? If not I can pass it on. I'm looking for more players for a non-gold game, so if you'd like to join let me know. Thanks, |
Re: Babylon 5 Mod
I'll sign up. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
I am interested as well. Don't know how well I'd go as I've never played SEIV multi before.
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Re: Babylon 5 Mod
You just struck 1300 replies!! This thread is by far the largest in the list (well the first list anyway)!! Celebrate!!
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Re: Babylon 5 Mod
I can't get other races(co2 breathers) that I (I started with oxygen) have captured to colonizes other types (Co2) of atmospheres/planets. As anyone else had this problem too?
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
Lighthorse: Beats me, I never tried colonizing with the captured races.
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
My dad's PC won't let me go to PBY.
Could any of you add a link on a thred so I can get the B5 mod there. killer out [ September 04, 2002, 05:19: Message edited by: killer ] |
Re: Babylon 5 Mod
Thanks Oleg, I did start game with "home atmosphere types only". I didn't think that should cause a different. Live and learn
Thanks to Nomor for your reply too. Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: Babylon 5 Mod
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