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

javaslinger January 30th, 2003 08:37 PM

Re: Babylon 5 Mod
 
Is there a gold Version yet? Or one in the works? I've been hearing rumors about one for over a year now I think??

Ken

grumbler January 30th, 2003 09:36 PM

Re: Babylon 5 Mod
 
javaslinger,

There is a Gold conVersion, but it is as rough as the 1.49 Version. Scroll back a couple of pages for my link to the bulk of thge files and directions on how to fix the remainder. PF is putting together a Version with his more recent AI mods, I think.

pathfinder February 1st, 2003 09:24 AM

Re: Babylon 5 Mod
 
Let me clean it up a bit AND figure out how big it is. also, I guess I need somekind of readme.

pathfinder February 1st, 2003 10:31 PM

Re: Babylon 5 Mod
 
Too big, it comes in at just over 40 MB...

Fyron February 1st, 2003 11:53 PM

Re: Babylon 5 Mod
 
So make 2 zip files. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder February 2nd, 2003 12:01 AM

Re: Babylon 5 Mod
 
IF: Yeah, yeah, I know http://forum.shrapnelgames.com/images/icons/tongue.gif

Just gotta figure out what folder(s) to spearate (probably pictures).

grumbler February 2nd, 2003 02:59 AM

Re: Babylon 5 Mod
 
PF: The pictures from the 1.49 mod work just fine in Gold, so you may not need to include them (I didn't! http://forum.shrapnelgames.com/images/icons/icon7.gif ).

All: I am working up a somewhat arbitrary system of evaluating weapons ROF vs range vs damage inflicted for weapons (using strategic combat only). I hoped to finish it today, but have been distracted by the RW space shuttle tragedy http://forum.shrapnelgames.com/images/icons/icon9.gif

Early indications are that range is far more important than I thought compared to ROF.

I also want to scrub it using "optimal range" versus "Max weapons range" tactics, as the latter seem to yield much better results than I expected for the long-range-weapons races like the Minbari, Shadows, and Narn.

Hopefully, this will give us a heuristic model to use in evaluating racial weapons balance.

pathfinder February 2nd, 2003 03:12 AM

Re: Babylon 5 Mod
 
Grumbler; yeah, MOST of the pics are the same (except for my custom shipsets http://forum.shrapnelgames.com/images/icons/icon12.gif )...

Gonna post the data, ai files needed.

Will provide the shipsets I use if requested (they are VERY rough...)

[ February 02, 2003, 02:20: Message edited by: pathfinder ]

pathfinder February 2nd, 2003 05:20 AM

Re: Babylon 5 Mod
 
FFirst file is the zip for the two readme for the B5 MOD - Gold, second is the AI+Shipsets.

1: 1044154075.zip

2: 1044155514.zip

WARNING!: The AI is still very rough and in the opinion of most of the testers, the weapons are unbalanced. The ships sets are very rough and some images are missing (default ones will be used). Recommend D/L the basic 1.49 MOD and then modify with these files. The .zip is NOT self-extracting, so you will have to manually place the files in a B5 Mod folder in your SEIV folder. I also recommend the using the MOD Launching program found on the SEIV Gold CD as no special path.txt file was made.

The 1.49 Version files can be found here:

http://www.xmission.com/~rstulce/B5Web.htm

[ February 02, 2003, 03:21: Message edited by: pathfinder ]

Timstone February 5th, 2003 12:14 PM

Re: Babylon 5 Mod
 
Hi guys and girls,

It's been a while since my Last message.
Now school has commenced again I find myself in a heap of homework and the like. I was hoping to get a rather easy roster (which lessons to take), but that was not the case. Therefore I'm going to do less and less for our precious mod.
I know this is not very fair for you all. I was the one with the new idea's and I was going to implement them. I'm sorry I can't live up to my promesses.
You'll hear from me when I have something interesting to say. Timstone out...


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