.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

grumbler January 14th, 2003 05:25 PM

Re: Babylon 5 Mod
 
PF: I second the motion that your great work on the AI files has been the most important contribution anyone has made since the orig components file. Having just worked with the IA files a bit, I cannot imagine how you can tolerate doing so many. Must be in your blood or sumpin! http://forum.shrapnelgames.com/images/icons/icon6.gif

Sorry for asking the questions to which the obvious answer is "ask Val" but I think we may need to consider the possibility that Val is gone long-term (Thanksgiving was a while ago). If that proves to be the case, I think you are the natural new leader for the project.

pathfinder January 14th, 2003 08:10 PM

Re: Babylon 5 Mod
 
Folks: Don't know if ya'll picked up on missive I made: The data/vehichlesize.txt file calls for a baseship image for the baseships. Most of the 5 "main" races already had them done BUT the races I did sets for don't. I will try, after the AI is done to make those images. Just note that I would consider them placeholder only until a suitable image is made.

http://forum.shrapnelgames.com/images/icons/icon12.gif One reason I am pulling back is: took me almost all day Saturday to do all the AI armor and test it (make sure no typos or screw-ups) sooooooo, since I now have to take the AI back to scratch I don't have time to do more than that. Now that the RCes (at least mostly) are gone I do NOT feel a real rush to tweak anything more than my typos or such.

On the armors, I vaguely remember discussion about them this Last summer. The passive armors are mainly for the Mid-life and ancient races. The inerts are for the "younger" races. I remember asking about which went with what race and the races are basically set up that way. As for the need...*shrug* beats me...

The LCPU used to work but 2-3 Versions ago they stopped, I have no idea why.

[ January 14, 2003, 18:18: Message edited by: pathfinder ]

Timstone January 14th, 2003 08:16 PM

Re: Babylon 5 Mod
 
All we can say is: okay. Real live is more important than the mod.
Could you try and send Val another mail? It would be really nice if you got through this time. Scary thought, but he could be killed on The Strip stealing a lot of chips from Cesar, hehe...

pathfinder January 14th, 2003 08:20 PM

Re: Babylon 5 Mod
 
Timstone: tried, they still bounce http://forum.shrapnelgames.com/images/icons/icon9.gif

grumbler January 14th, 2003 11:06 PM

Re: Babylon 5 Mod
 
PF: Gold has a workaround for exactly the situation you describe with the baseships: an alternate bitmap name. In every case, the alternate for baseships is starbases. You can duplicate this feature in 1.49 for those races that don't have baseship bitmaps by simply making a copy of the starbase bitmaps and renaming them (race)_mini-baseship and (race)_portrait_baseship. They can always be replaced later.

Rollo January 14th, 2003 11:47 PM

Re: Babylon 5 Mod
 
The easiest workaround would probably be a copy of the starbase in the generic shipset with name baseship. Sure, they'd all look the same...
But I said easy, not pretty.. http://forum.shrapnelgames.com/images/icons/icon12.gif

Rollo

pathfinder January 15th, 2003 12:28 AM

Re: Babylon 5 Mod
 
Rollo/Grumbler: True.....that what I plan to do for the short run http://forum.shrapnelgames.com/images/icons/icon12.gif just not sure when I can upload a folder with the images here..

I was trying to let any other who may be pla...er testing to expect some weirdness (escort mini with battlecruiser portrait) unless they or I get a new pic done..

[ January 14, 2003, 23:08: Message edited by: pathfinder ]

Suicide Junkie January 15th, 2003 01:13 AM

Re: Babylon 5 Mod
 
The reason why there are so many armor components, (and probably other components as well) is because they are grid techs. The inert armors have three dimensions; bigger, stronger, cheaper.

Fyron January 15th, 2003 02:49 AM

Re: Babylon 5 Mod
 
Also, the Primary armors have a higher level of emmissive and crystalline abilities, and the Secondary armors have lower levels. This is so that 1 piece is still effective, but a lot of pieces aren't nearly invincible. I can assure you that all of those components have a purpose. http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone January 15th, 2003 02:52 AM

Re: Babylon 5 Mod
 
Where's Val when you need him. http://forum.shrapnelgames.com/images/icons/icon9.gif
PF:Great work on the files so far. You really did a lot for the mod.
Grumbler: Great work on the conVersion so far. (Hey, that's the same sentence I used before, must be getting tired after sitting behind the computer for over 10 hours)


All times are GMT -4. The time now is 08:41 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.