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

Timstone September 4th, 2002 04:52 PM

Re: Babylon 5 Mod
 
Woops! Thanks for noticing.

Lighthorse September 4th, 2002 10:02 PM

Re: Babylon 5 Mod
 
Val,

Weapon platforms for B5mod, there some discussion about removing them from B5 mod. I use them in my game to prevent other races from using my planets as targets. I would prefer to keep the small weapon platform around and do away with the medium and large size weapon platforms. I do use the sat/mines/fighter/bases later in the game, but I find small weapon platforms service well in the first part of each game, protecting new colonies.

Lighthorse

Suicide Junkie September 4th, 2002 10:22 PM

Re: Babylon 5 Mod
 
Bunkers! Everybody needs bunkers! When you have a whole bunch of armor platforms on the surface, your valuable people can survive combat. With the changes to armor & defenses, it is likely that a few ships will manage to limp past your lines and fire some potshots. Get your people underground, and save lives http://forum.shrapnelgames.com/images/icons/icon7.gif

Just remove most of the weapons from the platform options. Missiles might be OK to leave in (shorter range maybe?), some range-1 PD would be reasonable too.

pathfinder September 5th, 2002 12:05 AM

Re: Babylon 5 Mod
 
SJ: In the designcreation files I have done, PD weapons are the only choice given. not sure if th AI will load other weapons but they are not scripted. not sure how to script an armor requirement...

AGoetz September 5th, 2002 07:03 AM

Re: Babylon 5 Mod
 
Got a range check during the AI's turn Last night (I'm just playing solo). Anyway I can determine what caused that? The game died at that point.

The situation : As the Earth Alliance I'm fairly small (about 12 systems) and have just assimilated one of the neutrals that was near me (the other agreed to a partnership treaty and I'm going to honor it for now). Each of the 6 jump points out of my controlled territory has a fleet containing 1 Medium Repair Tug, 1 Carrier (200 Heavy Fighters - Paired Uni-Pulse guns) and 2 Cruisers (Medium Lasers and Standard Particle Beams). The fighters are the main force, the ships are just for support. None of the AIs have yet tried to expand in my direction (one Shadow Escort paid me a visit but the Destroyer/Corvette fleet I had present at the time didn't even take any damage from that dark foe).
In terms of size the Narn, Centuri, Minbari and League make me look tiny - the League has 200 planets across almost 40 systems and is generating more research points then me.

Timstone September 5th, 2002 10:20 AM

Re: Babylon 5 Mod
 
When does there come a new dowmnload, a next piece of the puzzle called the B5Mod?
I'm really looking forward to it.

pathfinder September 5th, 2002 12:18 PM

Re: Babylon 5 Mod
 
AGoetz: You may want to change to the offending race for the turn that the RCE showed up (if you have a save game immediately prior to the RCE). My mememory is susoect but IIRC the RCE is usually caused by an AI doing something outside the norm...so if you take over, the AI doesn't do that unusual/forbidden task and the RCE doesn't happen.

Nomor September 6th, 2002 02:39 AM

Re: Babylon 5 Mod
 
Question: Is there a Facility design option that would allow for the creation of more living space on a planet. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Could we have a facility called, say "Underground Habitat" that when built would increase the population value for a given planet. Or is the only option to convert the atmosphere to one your people can breath.

I'm thinking specifically of None Atmosphere and Alien Atmosphere planets?

I've looked in the facilities files and can't figure out if this would work. I'm using the Non-Gold Version ie 1.49.

Does the Gold Version cater for this type of thing?

Anyone? http://forum.shrapnelgames.com/image...s/confused.gif

[ September 06, 2002, 01:43: Message edited by: Nomor ]

pathfinder September 6th, 2002 02:54 AM

Re: Babylon 5 Mod
 
Not realy Nomor. Val has not implemented the additional levels of HW hub, colony Hub and manufacturing colony. Though I am not certain those will increase population capacity. It dowa thru upgraded hubs allow additional storage, cargo and minerals/radioactives/organics.

Lighthorse September 6th, 2002 10:54 PM

Re: Babylon 5 Mod
 
Hey Pathfinder,

What happen to Deeply religious ? I use it for the Narns, and my research only receivies nothing as results. Is organic manipulation water down or has nothing too?
Just wondoring what to used for the Narn, if there isn't religious or organic, maybe Psychic.

Lighthorse

HEMAN September 6th, 2002 11:10 PM

Re: Babylon 5 Mod
 
To those that might be confused with research that show 0 & no teck.I just found out that Hyperspace studies shows 0 on research?, but I researched it 3 times and Whala?, jumpgate tecknlogie came up & with componet http://forum.shrapnelgames.com/images/icons/shock.gif .SO Results for players. Research tecks that have 0 and eventully you will recieve somthing?.perhaps in other areas untill it is not highlighted or somthing pops up in research?.

jimbob September 6th, 2002 11:56 PM

Re: Babylon 5 Mod
 
HEMAN: until the help file is put together (which I foolishly offered to help with http://forum.shrapnelgames.com/images/icons/icon12.gif ) you'll need to go into the Components text file (in Data folder) and search for what various technologies will allow you to build (use the search function).

Sometimes it's difficult to figure out what technology prerequisites are needed for further research, and so in that case you'll need to crawl about the underbelly of the TechArea text file.

Hope that helps.

pathfinder September 7th, 2002 12:29 AM

Re: Babylon 5 Mod
 
Lighthorse: the key, as jimbob puts it is in looking through componets, techarea and facilities files. Laborious undertaking ....

and you have to look for EACH race as they all have different traits/abilities/techs

and somethings Val, et al have not "turned-on" yet. In all hoensty, even though I been testing since April and have, on my own recognance, been dabbling in the research & designcreation files, I have not gotten all the techs/abilities/etc figgered out yet...

[ September 06, 2002, 23:32: Message edited by: pathfinder ]

Nomor September 7th, 2002 01:09 AM

Re: Babylon 5 Mod
 
Has anyone heard from Val recently? http://forum.shrapnelgames.com/images/icons/icon9.gif
He may have got lost hiking and broken is mobile phone. Should we a send search party? http://forum.shrapnelgames.com/image...s/confused.gif

pathfinder September 7th, 2002 02:11 AM

Re: Babylon 5 Mod
 
Nomor: I haven't heard from him but Rambie is apparently deep in a PBW game on the MOD with him and several others. My guess he is deep in upgrading and fixing things in the MOD.

Lighthorse September 7th, 2002 02:33 AM

Re: Babylon 5 Mod
 
Thanks Guys, I guess I got to do a digging into the technology tree.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

Brennan September 7th, 2002 04:25 PM

Re: Babylon 5 Mod
 
Hey, just wanted to take a second to post. I am really looking foward to the gold Version of this mod. Keep up the good work guys. http://forum.shrapnelgames.com/images/icons/icon7.gif
Just to let you know, the B5 mod was one of the main reasons I got this game. I'm sure I'm not the only one that feels that way! Thanks.

pathfinder September 7th, 2002 04:40 PM

Re: Babylon 5 Mod
 
Lighthorse: If you want, I'll e-mail a spreadsheet I did so I could have a bit easier time making the AI_research and AI_designcreation.txt files.

Nomor September 7th, 2002 11:36 PM

Re: Babylon 5 Mod
 
Just to stir the pot whilst Val and co are off PBW-ing.....

Three things I'd like MM to implement: http://forum.shrapnelgames.com/images/icons/icon10.gif

1) Fighters to be able to use Jump Gates/Worm Holes.

OK ..I know it has been said that they were too powerful in the beta but it would be possible to limit them in other ways to make for a balanced game. We could have smaller point defence weapons for a start, say @ 3 to 5 kT.

2) Reactors... a component that produced 'X' amount of supplies independent of any other factors such as Suns or Nebulas

3) An ability to increase /decrease population values on a planet based on good/bad practises such as Eco friendly terraforming/hostile mining or underground habitation/industrial pollution-waste. http://forum.shrapnelgames.com/images/icons/tongue.gif

We should make a list. Comments anyone? http://forum.shrapnelgames.com/images/icons/icon7.gif

[ September 07, 2002, 23:00: Message edited by: Nomor ]

jimbob September 8th, 2002 12:13 AM

Re: Babylon 5 Mod
 
Quote:

1) Fighters to be able to use Jump Gates/Worm Holes.

OK ..I know it has been said that they were too powerful in the beta but it would be possible to limit them in other ways to make for a balanced game. We could have smaller point defence weapons for a start, say @ 3 to 5 kT.
<font size="2" face="Verdana, Helvetica, sans-serif">Warp capability for fighters would be great.
But when you decrease the size of point defences, you will decrease the potency of missiles too. I would hope to solve this problem by the introduction of a new ability ("fighter warp" or "hyperspace motivator") so that the player could choose to make some fighter warp capable by adding a specific component. Then we could mod this component to be larger or smaller as game balance dictates.

Nomor September 8th, 2002 12:42 AM

Re: Babylon 5 Mod
 
Jimbob: In the B5 series fighters needed to transmit a code to activate the jumpgate. You also had to pay to use jumpgates controlled by other races. Once jumpgate tech is researched it could be possible to have some sort of tech or component such as Jumpgate Sequencer to activate the jumpgate. "hyperspace motivator" I like that name; good for Warp points.

I take it that's two votes for Fighters Jumping gates. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ September 08, 2002, 00:21: Message edited by: Nomor ]

jimbob September 8th, 2002 01:16 AM

Re: Babylon 5 Mod
 
Han Solo in Star Wars talked about the "hyperspace motivator" if my memory serves.

Lighthorse September 8th, 2002 03:29 AM

Re: Babylon 5 Mod
 
Pathfinder,

Please email your spreadsheet of the AI_research and AI_designcreation.txt files.
My email address is res0br0j@verizon.net.
Still can't find anything on religious or organic technologys.

Thanks
Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif

Lighthorse September 8th, 2002 03:34 AM

Re: Babylon 5 Mod
 
Nomor,

I checked for those B5 books at Bridgetown Hobby shop today. They weren't there, must where been sold. Try Agenys of gaming, they printed all the B5 books. Looked at some other books, they only the races for which they were written. That should be a heavy invertment to made.

Lighthorse

pathfinder September 8th, 2002 03:38 AM

Re: Babylon 5 Mod
 
Lighhthorse: Done. I don't have all races on it but it should help some at least. It is mostly concerned with weapons. Also no organic or psychology tech available atm IIRC. There IS psychic so that the EA can develop Combat psychics (Psy-corps) to combat the Shadows living CPU's.

Lighthorse September 8th, 2002 08:25 AM

Re: Babylon 5 Mod
 
Thanks Pathfinder

Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 8th, 2002 12:51 PM

Re: Babylon 5 Mod
 
ooooopps http://forum.shrapnelgames.com/images/icons/blush.gif

AGoetz September 9th, 2002 07:15 AM

Re: Babylon 5 Mod
 
2 Questions :

AI's with either 'Ancient' or 'Nomadic' never seem to get anywhere in the games I've started. Is there anyway of giving them a kick start?

Is there anyway of getting those 'Normal' AI players to build a combat hull larger than a Destroyer? My Heavy Cruisers are getting sick of swatting Corvettes. If giving the AIs both Propulsion and Gravimatric tech will do it, I'll happily comply. I'm already the Mega Evil Empire and haven't expanded my system count for the Last 200+ turns just to try to get some decent assualts out of the AI (The Minbari are trying the hardest, they have their 'Error:Cannot view' guns mounted on their ships and Scattering Armour)

pathfinder September 9th, 2002 11:46 AM

Re: Babylon 5 Mod
 
1-Val coded it so that the Ancients (Vorlons & Shadows) can only colonize by either invasion or having planets gifted to them. Not sure how to give a kick to the Nomads.

2-I been wondering why the AI only builds warships to destroyer size. They will design larger, just won't build them. They will design and build large specialty ships (eg mine layer/sweeper).

Suicide Junkie September 9th, 2002 03:39 PM

Re: Babylon 5 Mod
 
AGoetz:
You are missing the imagemod componentpack.
I have a link to it on my homepage (see top bar in this post; the house icon)

Timstone September 9th, 2002 03:41 PM

Re: Babylon 5 Mod
 
SJ: could you give the link to your site?

Timstone September 9th, 2002 03:43 PM

Re: Babylon 5 Mod
 
Sorry, I didn't look under your profile. I got it now, thanks!

javaslinger September 9th, 2002 10:23 PM

Re: Babylon 5 Mod
 
How's the Gold Version of the Babylon 5 mod coming? Or actually is the latest build of Babylon 5 finished testing?

Thanks,

Ken

pathfinder September 10th, 2002 12:07 AM

Re: Babylon 5 Mod
 
javaslinger: beats me, I haven't heard from Val in weeks. The only "official" Version is what Val posted to PBW and it is for 1.49 (non-Gold). Yes, one could mod the mod by putting the correct script in the AI_settings.txt and AI_fleet.txt files....*shrug* .

Timstone September 10th, 2002 11:39 AM

Re: Babylon 5 Mod
 
Where is the alleged Val actually? does anybody knows that?

Nomor September 10th, 2002 09:44 PM

Re: Babylon 5 Mod
 
I have a premonition that Val will be making contact ...soon......
very...soon.... http://forum.shrapnelgames.com/images/icons/tongue.gif
http://forum.shrapnelgames.com/images/icons/icon10.gif
Lighthorse....you have a private message... http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 10, 2002, 23:03: Message edited by: Nomor ]

Val September 10th, 2002 10:49 PM

Re: Babylon 5 Mod
 
One hell of a premonition

Jamorobo September 10th, 2002 10:54 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
One hell of a premonition
<font size="2" face="Verdana, Helvetica, sans-serif">Well Val now your here, any updates for the mod? http://forum.shrapnelgames.com/images/icons/icon12.gif *HINT* *HINT*

Any NEW mod updates? *Big Hint*

By any chance are you going to give us the up dated files? *Big, Huge, Mega beast of a hint*

http://forum.shrapnelgames.com/images/icons/icon10.gif

Val September 10th, 2002 11:06 PM

Re: Babylon 5 Mod
 
I'm pretty impressed with the activity in my absence; I have one hell of a read ahead of me!

Anyway, sorry about the extended time MIA, had a little mishap with my car (well – thankfully a rental car) followed by a pipe bursting in my corporate apartment which did a number on my laptop and all my paper notes (not to mention some of my reference books), to make matters worse, my new apartment was sans-phone until this past weekend.

Unfortunately, I lost quite a bit of work, but fortunately I had just posted most of the Mod to PBW and had backed up a good amount to send to Rambie for the new (and improved) B5 Mod website he’ll be hosting.

I’ve managed to recover a lot of stuff and am working on what I remember changing, as well as re-adding everything people had sent me in the B5mod@yahoo.com account (if you had mail returned due to space restrictions, please try to resend to me now). Some of the things lost that I am currently rewriting are – EM Weapons, revised Intel, Technomagi player, Vree Shipset and AI. Right now I’m about half done with the EM stuff and am hard at work on fixing the Intel stuff (one of the few surviving note sheets).

Anyway, I have a TON of reading to catch up with and see what wonderful directions y’all have taken this mod to.

I will try to compile up a release in the next week or so with all the latest and make comments/replies to all I have missed.

Edit - Jamorobo, I'll make sure you are one of the first to know http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 10, 2002, 22:07: Message edited by: Val ]

Val September 10th, 2002 11:13 PM

Re: Babylon 5 Mod
 
Damn, had to go back and print out the past 19 pages just to get current! Y'all been busy http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 11th, 2002 01:04 AM

Re: Babylon 5 Mod
 
Hehe...nice to see ya back Val!

Sent ya the latest in my Version of the AI_designcreation and AI_research files.

pathfinder September 11th, 2002 03:53 AM

Re: Babylon 5 Mod
 
*bangs head on desk* whhaaaaa!

I just did the AI_designcreation and AI_research for the Abbai...but no shipset....DOH!

Val September 11th, 2002 04:08 AM

Re: Babylon 5 Mod
 
Ok, I've read up to August 30th, still have more to go, hope this stuff hasn't been covered already http://forum.shrapnelgames.com/images/icons/icon12.gif

First off - thank you to Pathfinder, Fyron, SJ and so many others for fielding all the Q&A for me while I was away.

Zero Adunn
Many of the obscure races have some minor weapons or components, and not too much more. This is why their Racial Trait is usually less expensive than other races. That being said, I also wanted to have the structure in place for further expansion, as any changes to the RacialTraits file messes up the Empire files.

Pathfinder
Excellent work on the AI, I'll add it to the newest release.
Jumpgates/engines tech was added mainly for humans to use - like for PBW - so it may need some reworking for it to work well for AI. Also, Jump generators were very expensive to build as it required a rare element to produce it (Q40 I believe). Most races had access to Jump tech, though only the major races are quoted as having built gates - even though it was said they don't fully understand the tech behind it.
Ion Bolts - There are actually 2 Versions of the Ion Bolt, one for fighters and one for ships.

Rambie
Thanks for posting the link and hosting the mod.

Geo
Thanks for hosting the mod and PBW games and the compliments, hope we can live up to expectations.
The limit of races right now is due to shipsets, many more are in the works and you can get the 'unfinished' races from Rambie's site (I think). Always looking for volunteers for more shipsets?

Timstone
What Version SE are you using?

Nomor
I had an idea a while ago (or maybe someone else had the idea and I'm confusing myself) to use the sphere/ring world components to make Space Stations that could be assembled at remote locations and support a population, but haven't worked it in yet.

Javaslinger
As Fyron said, priority is on the Classic Version because I don't want to not have it available for owners of SE IV Classic (double negative is proof positive), plus (as mentioned by others) it is easier to convert up to Gold rather than down. I'm looking forward to converting it, but only after it is relatively 'complete'. Also, I preordered Gold minutes after I saw it was announced and can hardly wait to implement some of the newer features into the mod. I just really want to support the 'old timers' that have yet to upgrade.

Gil
Hey, if you still want to update the mod to Gold for us, please go right ahead, then send me the Data folder and AI folders and I will ask Rambie if he can post them on his page. Anyone want to help him?

Jimbob
'None' expecteed for results - this is usually due to requiring more than one tech for a true result (as you already discovered) and this does make it a pain for newbies, I really gotta make that tech map (if only in the interest of saving your marriage, job and nap time)! There are also a few techs that really do give nothing, they are in place for future expansion work I'm doing - new components and facilities for example.
I'll check on the laser weapon descriptions and reload times. I think I intended the Hyach weapons to fire faster than other races as they specialize in Laser tech.
Also, thanks for the compliments.

Jamorobo
Right now I don't think anyone has programmed the AI to use jumpgates, as I said to Pathfinder, I had really intended to use them only for strictly human player games. In the one hotseat game I had going, we actually made a 'hyperspace' zone (like SJs FTL map) and you could only jump into hyperspace, then you had to navigate through the warp and could jump out into normal space through existing gates or using the jump engine.
I've also been meaning to fix the pulse weapons. They are meant to be a bit better than Lasers, though they have lower range and higher energy costs, their sizes are a bit off though.

AGoetz
Shadows and Vorlons are unable to colonize planets because - 1) In the spirit of the show, they are meant to be more like Neutrals than a conquering race. 2) In tests that let them run wild they became all but imposible to beat, and that was with crappy AI, I can't even imagine it now with the newer AI. 3) You can give them the ability to colonize by making them a Standard race instead of an ancient race, no Ancient race can colonize (Torvalus, Kirshiac, Vorlon, Shadows, Mind Riders, Walkers, Triad - also Third Space).

Ideas I have picked out (from Posts, e*mails and my notes):
1 - Add more cargo to domed facilities
2 - Smaller Jump Drive for White Star style ships
3 - Special Shadow/Vorlon tech ships for younger races (white stars and shadow omegas)
4 - Asteroid Belts provide low level cloaks
5 - Listening Post, try to limit scan ranges
6 - Ring/Sphere World space stations
7 - Armor and anti-infantry for WPs
8 - Add at least one basic weapon for each class of weapon types

Things to fix:
1 - Laser weapon reload times for Hyach ships
2 - Colony hub reduces build per turn from 1000 to 300 - anyone else have this issue?
3 - Fix Jump Gate 4's pre-req levels
4 - Fighter weapon ranges (actually, Simon is hard at work on some of this)
5 - Pulse Weapon cost/size
6 - Descriptions for some things
7 - Harm Missile disruption times (oops)
8 - AP Missile - recheck why I did what I did
9 - Molecular Disruptor picture

I still have more to read and catch up on, but so far so good.

pathfinder September 11th, 2002 04:23 AM

Re: Babylon 5 Mod
 
Question on shipsets: Abbai, based on the Agents of Gaming minatures had really very different styles for each class of ship....and so far all I can find are a cruiser, a frigate, a carrier and a fighter...how much license would a shipset modeler have *hint* hehe...

I have done, in DOGA, something that sorta resembles the cruiser, the frigate is being a pain in the arse, haven't tried the carrier and fighter...

Val: That AI was pretty hastily thrown together. I keep finding boo boo's but what I sent tonight should be ok. Also, someone may want to look at how/when I placed some of the tech in research file(s). A different pattern/set-up may be desirable....me not sure how each race acts in the show (saw only a coupla shows).

[ September 11, 2002, 03:27: Message edited by: pathfinder ]

pathfinder September 11th, 2002 04:30 AM

Re: Babylon 5 Mod
 
Gil: If you want, I could zip the Gold B5 races folder I have for your "tweaking" if ya want.

Mine is a slightly updated Version (AI-wise anyways) of PDF's B5 Gold stuff posted back in June (based on the 1.49 B5 MOD).

[ September 11, 2002, 03:31: Message edited by: pathfinder ]

AGoetz September 11th, 2002 05:27 AM

Re: Babylon 5 Mod
 
I've only played against the AI (and never finished a game as I always get a Range Check Error eventually - it is usually during the Minbari AI's processing and (on the Last occasion) trying to take over that side just before the crash didn't help as it occured after I hit End Turn but before the next player came up.

Currently playing with the Narn's trying out their Ion Torpedos. I forget the name of the weapon but going by the ingame displayed stats I don't see a real use for the Narn heavy ballistic weapon (at least at only a few levels of ballistics, all I've got so far). Compared to a same tech level Ion Torpedo, it's twice the size, twice the damage, same damage resistance on the seeker head, same seeker speed and massively more expensive.
Also, there is something wrong in the pricing for Medium and/or Heavy Passive Armour - Heavy Armour costs the same as Light while Medium costs much more?

I have been trying to get some decent attacks out of the AI, this game is a bit better in that way. My Narn empire started with just one jump point out - directly into the Minbari home system. I've lost count of just many Minbari ships I've blown up so far - there were 14 Frigates in one fleet that came through. However I'm up to a point now where I don't fear them - on that entrance point I have 6 Light Cruisers, 9 Destroyers, 3 Medium Repair Tugs and 195 Light Fighters (was 200) in 5 Groups. I can defeat most fleets that have come through to date in 2 tactical turns (1 to launch the Torpedoes, 1 to wait for them to reach their targets) - playing stratgic takes longer as the AI tends to have 3/4 of the fleet all fire at the same ship wasting a lot of shots. What I'll do next is put together an attack fleet so that I can finally do some expanding (will have to do some Point Defense research first, my exploration ships got taken out by fighters.

Rainstorm September 11th, 2002 06:58 AM

Re: Babylon 5 Mod
 
I'm not really up to date on the modding going on with SEIV (I'm having fun just playing it) but being a B5 fan, and noticing some references to Agents of Gamings' B5 Wars stuff, is any of this being used in this mod? In particular any of the Ancient race (besides Shadows/Vorlons) stuff? If so, I have a good resource, since a friend of mine wrote that book and several of us beta tested it. I'm sure he'd be glad to go on at length about his theories for general fleet design for Walkers, Mindriders, as they are in that book. (Even if he doesn't play SE, to my knowledge.)

Lighthorse September 11th, 2002 07:53 AM

Re: Babylon 5 Mod
 
Val,

The AI has got better in my latest game. The league of Non-Aligned worlds was my ally before attacking me without warning. They destroyed three planets before I could pushed them back. Interesting part, it was the first time the AI in B5 use a light carrier with 60 to 70 light fighters to destroyed my planets. It was turn 175 when they start our war. They light fighter were armed with light particle gun I, and power by fission engine I. They other vessels were armed with Light laser carron II, PDF Plasma II, Basic combat sensors and ECM level II. I have since pulled the Non-Aligned worlds back to only 17 planet from the orginal 22 before hostiles. Naturely all the other races declared war again my Narns too. Only down side is some (about a third) of the AI races are just sitting in they system and doing nothing.

Looking forward to B5/PBW game

Lighthorse

pathfinder September 11th, 2002 11:03 AM

Re: Babylon 5 Mod
 
Rainstorm: So far only the Shadows and Vorlons have any AI tech and/or shipsets (at this point in development). I guess mainly because of the Ancients, they are the two races mostly seen in the show. It would be nice to have an expert on the Ancients give that information though. One of the difficulties I have had, especially on the minor and "miscellaneous" races, is finding information on them, especially what weapons compositions they normally used.

If the Ancients, any of them, used special formations that would be useful, as that can be easily modded into the game.

One thing I would personally ask is: Realize it is very difficult to get/produce "canon" models and behavior in this game. we all have made great efforts to make the MOD resemble the show as best we can buit 100% accuracy is probably out of the question. Constructive criticism is one thing, what happened ala the Star Trek race-styles is another.

[ September 11, 2002, 10:10: Message edited by: pathfinder ]

Timstone September 11th, 2002 12:12 PM

Re: Babylon 5 Mod
 
[quote]Originally posted by Val:

Timstone
What Version SE are you using?

I'm using the Lastest Version of SE IV: Gold. Version 1.78
I got the mod running, but it misses many pictures and descriptions. I compiled my working Version from 2 Versions of the mod. But I won't play it now. I'll wait untill there is a decent Version for the gold edition.
Thanks for asking.
Keep up the good and hard work. I would like to participate in the hard, but fun, work on the mod. But I really have to do something about school. This year is "break or make".


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