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Re: Babylon 5 Mod
How exaxtly are you doing you virtual Emissive armor ability?
Personally I don't think there shuould be alimit on the amount of armor you can add. Everything else sounds good though. |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by ZeroAdunn:
OMG Rambie, I thought you were dead. Well maybe not. I must say though I really like your shipset, it is by far my favorite shipset for SEIV so far.<hr></blockquote> Thanks for the comments. I worked hard on the Narn and EA sets to try to make them the best I could. No, not dead... well not yet anyway. I'm just busy with school and work. I've got to learn Cisco router programming, Visual Basic, and keep all my other tasks at work up to date at the same time, PLUS I'm working on a Bachelor degree full time... let's just say that sleep and I haven't been seeing much of each other the Last month. http://forum.shrapnelgames.com/images/icons/icon7.gif Val has a few other things he wants me to do with the EA set but it's moving in the right direction. If you haven't seen it I have a possible B5 intro screen on my web page. I think it has the right amount of energy and emotion that a intro screen needs... and explosions! http://forum.shrapnelgames.com/images/icons/icon12.gif SJ, I like your ideas. Keep up the great work. [ 21 December 2001: Message edited by: Rambie ]</p> |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>How exaxtly are you doing you virtual Emissive armor ability?
Personally I don't think there shuould be alimit on the amount of armor you can add. Everything else sounds good though.<hr></blockquote>There is no limit. You could build a 99% armor ship (still needs command & control to be legal) The regular armor is unlimited, but for the ones with abilities I'm planning to make a "Primary" limited to one per ship, with as many "Addons" as you want. The primary armor has a big ability, and the addons have much smaller amounts. Only a primary fits on an escort (giving say 100 points) A dreadnaught might hold a primary and 5 addons, (giving 100+ 5*20 = 200) That allows the small ships to have a noticable ability effect, without making huge ships invincible. NOTE: the addon armor will have the same physical hitpoints and size, just a reduced emissive ability. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>How exaxtly are you doing you virtual Emissive armor ability?<hr></blockquote>My virtual emissive is Shield generation + Crystalline effect, where both have the same value. The "shield" provides a maximum emissive capacity, and the crystalline cools the armor down between shots. Its not perfect, but on the average it will work reasonably well. This is why I wanted the shield animations to be glowing/electric hull effects |
Re: Babylon 5 Mod
The intro screen Rambie is talking about is also in the Current Mod as the Intro screen.
Another thing worth mentioning about damage is that all components have been scaled up to allow all races to have some ‘repair’ ability. So those engineers can be frantically working on repairing the smaller drives or weapons while their otherwise dead ship is floating in space. We had also talked about adding repair teams, security teams and so forth to give a crew element to the ships. I also want to wish everyone a happy and safe holiday and thank everyone for their contributions, interest and support on this Mod! |
Re: Babylon 5 Mod
I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?
What you mean you are scaling up components? Yes repair crews and security teems seem like a good idea to me. You could just make them different crew quarters components, 1: Security (adds crew devence bonus) 2: Repair (repairs ship, possibly larger component to preven mussuse) 3: ??? |
Re: Babylon 5 Mod
Looking for my suggestions on 'Crew' components. Med Team, Intel Ops Team, Shipboard Telepath, PSI-Core Team, Research Team & IPX Team were some ideas. Also, maybe other bonuses that will up price of ship.
The 'scaling' is that all Tonnage Structure is being upped by 10 times the current value (well, mostly - this is our rule of thumb) this will give everything higher ADUs so we can better represent the minor repairs that teams would be doing as the ship is being pummelled into submission. Also, this would allow the Ancients to repair at a much more accellerated rate. Weapons are also scaled up by 10 times the standard values. [ 21 December 2001: Message edited by: Val ]</p> |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?<hr></blockquote>I'm starting off with 4 classes of basic hitpoint raising components. (IE inert armor, ignoring the fancy mid to ancient techs)
Structural Supports: IMG = Stacked Variety Armor (P&N's ablative armor) - Starts from 1KT, $7, 180 HP - Can hold the ship together even after severe damage, but most components will have already been burned away. Light Armor: IMG = Flat Gold Armor - Starts from 10KT, $100, 1500 HP - High HP value, but relatively easily pierced. Best protects the small internal components such as crew quarters & light engines. Midrange Armor: IMG = Emissive armor - Starts from 50KT, $1000, 6,000 HP. Heavy Armor: IMG = Ringworld gravity plating - Starts from 100KT, $3000, 10,000 HP - Low HP value for armor, but is extremely hard to pierce. Can protect even large external weapons. Reinforced armor will either be a mount for boosted hitpoints, or a real armor "never pierced" ability at 10x the price or so. I'm open to suggestions, especially on terminology. |
Re: Babylon 5 Mod
Here is Mephisto's latest Narn AI (and an updated EA Speech file)
Narn_AI.zip This is not included as part of the full Mod (below) yet, but will be part of the next major upload we make. |
Re: Babylon 5 Mod
Sorry, but I absolutely hate the text used on the Vorlon Intro image. It took me a few momement to figure out what it was (besides annoying.) The double image effect of the text was not a good idea. Neither is the ability to see through the front face of the text. Having to guess at the letters by looking at their sides totally takes away from the fact that you are supposed to sending a message. Perhaps if the front face was black or dark green, it would give the appearance of solid text and not ribbons or chaff.
I liked the background image, but make the text solid (perhaps translucent) and leave the image in the backgound. -- TAZ |
Re: Babylon 5 Mod
"The 'scaling' is that all Tonnage Structure is being upped by 10 times the current value (well, mostly - this is our rule of thumb) this will give everything higher ADUs so we can better represent the minor repairs that teams would be doing as the ship is being pummelled into submission. Also, this would allow the Ancients to repair at a much more accellerated rate. Weapons are also scaled up by 10 times the standard values."
Umm.. if you scale up BOTH the resistance and weapon values, by the same amount- how does that change anything? Phoenix-D |
Re: Babylon 5 Mod
We are going to use an organic armor regeneration ability to represent the crew's emergency repairs to components during battle.
Since the minimum value is 1, and there will be many of these repairable components per ship, every ship will have a minimum of about 30 regen per turn. That equates to 3 lifesupport or a light weapon every turn. In order to get reasonably slow rates or repair, we need to increase the hitpoints of everything. |
Re: Babylon 5 Mod
Wait, your going to use organic armor regen? This means all components will have to have the ability for armor. This means there can be no reall armor, right?
I do now see what you are doing with the large size of components and all. It's been a while since I've messed around with the Organic regen ability but I remember that it used to regenerate all organic armor components once combat was over, does it still do this? If so this could cause a major problem. |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Armor Regeneration
Value1 = The amount of structure points regenerated per combat turn. Value2 = <hr></blockquote> That's actually a totally seperate ability from the Armor ability. Phoenix-D |
Re: Babylon 5 Mod
Sorry, but we've already tried to get 'whole ship' regeneration that way. Armor Regeneration only works on armor. I forget now if it was completely useless or if it only regenerated the armor no matter which component you put it on, but it definitely does NOT repair non-armor components in combat. The best you could do would be to put emissive armor ability on all internal components. Then they'd be much harder to damage.
Guess you can add 'real time damage control' to the requested abilities list that you want to bug MM for. http://forum.shrapnelgames.com/images/icons/icon7.gif [ 23 December 2001: Message edited by: Baron Munchausen ]</p> |
Re: Babylon 5 Mod
Would the emissive ability do any good? Doesn't it just make the component immune if damage is lower than the value and if damage is bigger than the value component takes full damage?
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Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Zarix:
Would the emissive ability do any good? Doesn't it just make the component immune if damage is lower than the value and if damage is bigger than the value component takes full damage?<hr></blockquote> If it works as it is SUPPOSED to it would reduce the damage by the set amount on each hit, even if it was over the limit. But you're right, the way is has been working is that it either ignores the damage or doesn't affect it. I'm not aware of what it is doing in 1.49, you'll have to test it I guess. |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Sorry, but we've already tried to get 'whole ship' regeneration that way. Armor Regeneration only works on armor. <hr></blockquote>As of V1.49, I remember doing a test, whereby I gave my living ships's Lifesupport organs an organic armor regen, and they repaired each other.
In fact, with Gold v.57, a pile of Ion Engines just healed up after a heavy pounding. Oddly enough, when the engines were totally gone, the lifesupport stopped healing itself... After some testing, I have come to believe that the organic regeneration applies to any component with OA ability at least 1. However, if you lose all copies of ANY component with OA ability, then the OA regen is shut off, even though you may still have OA generating components operational. In my case, that meant losing all of my OA engines, OR all of my OA lifesupport. This needs hardcode changes to work http://forum.shrapnelgames.com/images/icons/icon9.gif . SE4 should check to see whether ANY surviving component still has OA ability, not if any stack of an OA ability component has been destroyed completely. [ 23 December 2001: Message edited by: suicide_junkie ]</p> |
Re: Babylon 5 Mod
Ok, so if the OA ability is wiped off a ship once all components with OA in a stack are destroyed, and we can't really use component repair (we could, but that isn't quite as slow of a regen effect as we want), what are some other options. Baron Munchausen, sounds like you played with some possibilities, what have you tried?
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Re: Babylon 5 Mod
How's it goin?
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Re: Babylon 5 Mod
Been a little on the busy side at work and with the holidays on top of that I haven't had an abundance of time on my hands.
But, even with that being said, here are some updates for y'all: 1) Rambie is working on updating the EA shipset and it is looking good. 2) Tony is working on some Win/Lose/HumanDead pics. 3) I've added 5 Neutral races (Gaim & Llort completed - Grome, Hurr & Yolu AI and descriptions being worked on) and started real rough work on some of the other league member races (broke out the Abbai, Brakiri, Drazi & Vree). Changed some more info in the data files including replacing all warps (except the small warp) with a jump gate image (I want to make some other jump gate images as well to represent damaged gates and such - unless someone else would like to). Added my prelim pics for some new events (Soul Hunter and Strieb Collector) I am working on. Everything mentioned in #3 is included in this update: Bab5ModUpdate.zip 4) Still working with SJ on components and tech. 5) Working on Hyach AI. Haven't heard much from Atomannj or Oleg. Zircher is busy with another project (check it out at : Zircher's Site ) I miss anyone or anything? |
Re: Babylon 5 Mod
http://www.tgu.org.uk/Users/babylon5/B5A2.htm
anyone seen this??? if this link was post before by me or any one else at least it was a year ago. http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Nope, never seen it before, thanks! Looks like they have some good stuff we could also use http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
Or do a cross game mod. Help each other out. There ships are very cool looking
Now that would be a first.(just a guess) |
Re: Babylon 5 Mod
Not a bad idea.
I just sent him (Wraith) an E*mail letting him know what we were up to and seeing if there were areas where we could use the same art or information on both Mods. I would think the species descriptions and background would be one logical area, and some of the artwork should be usable in both mods as well. I pointed him over to this thread and hopefully we'll hear back from him. Thanks for the idea and the tip http://forum.shrapnelgames.com/images/icons/icon7.gif [ 04 January 2002: Message edited by: Val ]</p> |
Re: Babylon 5 Mod
I'm back! How are things going with this mod? I haven't had time to work on anything. It looks like it has taken a life of it's own. Very cool. What's the status now? How are the tech trees coming? I don't have time right now to work on AI for Centauri and LoNAW races. So any AI modders feel free to update and change.
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Re: Babylon 5 Mod
Ah, yes, I just remembered:
Who here believes in balancing resource costs? http://forum.shrapnelgames.com/images/icons/icon7.gif I believe that the mod will be much more interesting if we can avoid classic SE4's One-Resource thing. If all three resources are valuable, then real trading & specialization becomes a possibility. It will be entirely possible to become a radioactives specialist, and trade at 1:1:1 with organic/mineral empires. One obstacle I encountered when trying to do even the costs was justifying the higher organic/rads. How about: - Minerals are only required for the physical construction. Mineral cost should be proportional to the mass of a component. - Organics include not only construction, but labour costs as well. - Radioactives include the cost for power use, especially components that don't use supplies, and for high-energy construction methods. As an added enhancement for specialization, many more levels in resource extraction could be added. |
Re: Babylon 5 Mod
that is a good idea. And no resource converters.
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Re: Babylon 5 Mod
As of right now SJ & I are working on the components and techs.
Rambie is revamping te EA shipset and may work on victory/defeat/hum dead bitmaps for flavor. Finished some neutral races (posted below) Actually, read down a few and you can see all the updates that have been posted up to now. |
Re: Babylon 5 Mod
At least no 90% efficiency converters.
20-40% would be OK, so that you would be able to survive if your trading partners cut you off, but there is still a 70-90% profit margin when trading. Monoliths are the items we'll have to restrict, but then again, monoliths aren't really B5ish tech. |
Re: Babylon 5 Mod
Sounds like a good idea (resource talk below). I know the engine stats that I have I used Radioactives for all of them the represent power sources/conduits/etc., and even more for the reactors. I also agree with no resource converters, to a degree... I think we should restrict them to Ancient Races only. Another little edge http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
We could make monoliths a "Unique" tech that would have to be discovered in ruins. A legacy of a long dead race.
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Re: Babylon 5 Mod
Do you guys need any help making this mod?
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Re: Babylon 5 Mod
Sort of like their own tech. resource converters.
5% conVersion and 5% for each additional level up to 25% percent. Expensive to research and expensive to build. Perhaps have the monoliths max out at 300 a turn for players I could see the vorlons and/or shadows using them (say at the current real levels or greater)since their economy engines are unlimitied. And they should start with them at the beginning of the game. Just some ideas |
Re: Babylon 5 Mod
Worked on some of the events (changing pics and added a few new ones). Also fixed a prob on the JumpGate pic and Llort AI. Added Hyach .emp files as well.
Bab5Mod14911Update.zip I'm still looking for some pics for events and suggestions for more random events. So, suggestions for both are welcome! Imperator Fyron : Can definately use some assistance http://forum.shrapnelgames.com/images/icons/icon7.gif What are you up for? Tesco Samoa : I agree with giving it to the Vorlons and Shadows as an Ancient's 'perk'. I also like the idea of limited conVersion for the other races, making a player spend the extra research and time to make it sounds like a good trade off! |
Re: Babylon 5 Mod
I am looking forward to playing the game when it is complete. How is the map coming along ???
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Re: Babylon 5 Mod
I can help with making components and such. Where exactly could I be of most assistance?
"Name := Light Fussion Engine I" Technically, fusion only has 1 "s" in it. In B5, making colonies is a very expensive process. We should make the colony components and the colony ships larger, increasing their structure by 400 or 500, so that only colony ships can have them (and possibly large transports). That way, you couldn't put a colony module, which should take a lot of space, onto a small war ship such as a light cruiser. Also, the colony modules shoud be very expensive, so that it takes about 7 or 8 turns to make one colony ship at a homeworld planet. IMO, colonization should be very expensive and be a major undertaking. According to B5Tech.com, the Earth Alliance has "sixteen colonies, eight major military outPosts and eleven research stations," which took them nearly a century to acquire. So, the colonization rates in standard SEIV seem way to high for B5. Also, the portrait for the Vorlon Space Station has a line across the bottom of it. Here is a fixed Version of it: vorlon_portrait_spacestation.bmp We should include a lot of fleet formations in the mod, because the standard ones suck. Here is my compilation of all the formations I could find in the various mods: formations.txt [ 14 January 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
We should also use a heavily population-dependant build rate.
Say, -90% for 1M people, +1% for every 5M people added after that. Maxed out, giant planets would get +400% production, while the new colonies would only be good for research & resource extraction. (And, yes, I am willing to generate the 500+ lines in settings.txt to make this work http://forum.shrapnelgames.com/images/icons/icon7.gif ) Also, what would you guys think about having the resource extraction rate of the planet go DOWN when the population gets high (and full of planet-wide cities)? |
Re: Babylon 5 Mod
Fyron:
Heh, maybe we should give you the job of proof reader http://forum.shrapnelgames.com/images/icons/icon12.gif I could use some help with the weapon systems, been trying to make them fair and figure out the research criteria. I'm also looking for some help with re-doing the quadrants (adding new ones and modding the current ones to include 'invisible' stars in black hole systems to power the reactors). Colony restrictions - is there anyway to restrict a component type to a ship type? Or can we build in the Colony component to the ship? (prefabbed colony ships) If we kept to B5 standards in the game for the colonies we could run into logistics problems for creating fleets and such. I actually played a games with the new engines (Q-N ships) and started with Fision engines and it took me quite some time to become 'established' in the game. Formations - I agree with that. Care to design some new ones? I've added your formation list to my "master" B5Mod. Tesco: The map is a headache, all the jump points are set, and many systems have been created. Just getting eye strain trying to make all 200+ systems. Plus, if we modify and add quadrant types to be more "B5 friendly", then you can play a pickup game in a universe with all the same names, but not a set map. The main purpose of the map is so we can setup a scenario (or four) that matches the B5 universe at given time periods. SJ: I like that idea, makes it more realistic (if such a word can be applied to a sci-fi game). What's the reasoning for prod rate going down? Out of curriosity. Everyone: Any volunteers for anything else, other comments? has anyone tried playing the mod (such as it is). Any comments on anything? I added some new events and am looking for sounds for the weapons. Anyone have weapon sound clips? Thanks! |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What's the reasoning for prod rate going down? Out of curriosity.<hr></blockquote>The production would be going down as the planet gets paved over to support those 8 billion people.
I imagine resource extraction would rapidly rise until you hit 500-1500 million, then start to go back down again, in a lopsided wave shape when graphed vs population. Notes: (on planets with max pop close to optimum production pop) -domed planets. The pop is concentrated in the domes, so most of the land is unspoiled. -tiny breathable worlds. Low gravity would allow easy construction of tall buildings, so you don't waste as much surface area. |
Re: Babylon 5 Mod
Well argued and agreed!
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Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>If we kept to B5 standards in the game for the colonies we could run into logistics problems for creating fleets and such. I actually played a games with the new engines (Q-N ships) and started with Fision engines and it took me quite some time to become 'established' in the game.<hr></blockquote>Which isn't nessesarily a bad thing. Wider gaps of space between empires, dotted with military outPosts (not even planets, maybe bases). You need to have a decent buffer zone in order to intercept enemy ships before they can clobber your colonies
That reminds me: What % of normal maintenance should bases cost? The standard 50% seems high... Perhaps we could add maintenance reducing components ("Civilian Space - Residential/Commercial" 500 KT) |
Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Anyone have weapon sound clips?<hr></blockquote>
Check out B5Tech.net. They have a lot of sounds. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Heh, maybe we should give you the job of proof reader http://forum.shrapnelgames.com/images/icons/icon12.gif <hr></blockquote> I could do that. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I could use some help with the weapon systems, been trying to make them fair and figure out the research criteria.<hr></blockquote> Do you have some preliminary damage/kiloton ratios worked out yet? The current beta Version of the mod doesn't have any B5 weapons in it. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I'm also looking for some help with re-doing the quadrants (adding new ones and modding the current ones to include 'invisible' stars in black hole systems to power the reactors).<hr></blockquote> Add to SystemTypes.txt: Name := Black Hole Description := Black hole system. A black hole is a star which has collapsed in on itself until it has become so dense that even light cannot escape its gravitational pull. System Physical Type := Black Hole Background Bitmap := Blackhole.bmp Empires Can Start In := FALSE Mask Background Objs := TRUE Non-Tiled Center Pic := TRUE Number of Abilities := 3 Ability 1 Type := System - Movement Towards Center Ability 1 Descr := All ships will be moved 2 sectors towards the center each turn. Ability 1 Val 1 := 2 Ability 1 Val 2 := 0 Ability 2 Type := System - Destructive Center Ability 2 Descr := The center of the blackhole will destroy any ships that enter it. Ability 2 Val 1 := 5000 Ability 2 Val 2 := 0 Ability 3 Type := Sector - Shield Disruption Ability 3 Descr := Heavy gravitation causes all shields to be useless. Ability 3 Val 1 := 5000 Ability 3 Val 2 := 0 WP Stellar Abil Type := Unstable Warp Point Number of System Objs := 1 Obj 1 Physical Type := Star Obj 1 Position := Coord 6,4 Obj 1 Stellar Abil Type := Normal Star Obj 1 Size := Any Obj 1 Age := Ancient Obj 1 Color := Purple Obj 1 Luminosity := Dim Add to SectType.txt: Physical Type := Star Picture Num := 500 (make blank bmp) Description := Core of the black hole. Star Size := Medium Star Age := Ancient Star Color := Purple Star Luminosity := Dim This should cause the black hole to have one object in it. It will be a star. By using the Purple color, you can make it so that this star will always appear in the black hole, because it is the only star color that the black hole can have. Unfortunately, their will be a chance for this "star" to appear in other systems as well. I have included these in a text file so that all the lines will match up properly: black_hole_with_star.txt |
Re: Babylon 5 Mod
Talk about turn around time http://forum.shrapnelgames.com/images/icons/icon12.gif
I have an Excel sheet with prelim weapon ranges and damages at 'normal' capacity. Each weapon will have 5 cats right now 1-Prototype (less range, damage, etc), 2-4 Normal (all same range, dmg will vary), 5 - Advanced (Increased everything). I have upwords of 120+ weapon types for all the races, plus I have more to add once we get going. I've been using excel sheets then merging it into a word doc to make my files to save time. |
Re: Babylon 5 Mod
Could you post this excel spreadsheet or send it to me? I mean, if you want my help, I'll need to see what you've got and what needs to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif
So will my idea for the invisible star in the black hole system work? I think that to make it so that the purple star doesn't appear any where else, you would have to make several copies of each system type, one for each standard star color. That isn't too bad for the standard system, but it would be a big problem for those trinary systems. If you wanted to have systems with 4 or 5 stars, then that would get very crazy! http://forum.shrapnelgames.com/images/icons/icon7.gif Actually, what does this do exactly? Mask Background Objs := TRUE If it makes a regular star become invisible, then i guess that my purple star solution is pointless. Alternatively, you could give black holes this ability: Ability 4 Type := Sector - Sight Obscuration Ability 4 Descr := Light cannot excape from a black hole, so sensors do not function here. Ability 4 Val 1 := 30 Ability 4 Val 2 := 0 This would obscure the star(s) that you put in the black hole system. Also, it would prevent you from seeing enemy ships in the system, which isn't necessarily a bad thing. |
Re: Babylon 5 Mod
Also, I'd suggest having the black hole do 50000 damage instead of 5000. That way, a huge, heavily armored ship could not survive the black hole's event horizon.
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Re: Babylon 5 Mod
I would have figured that most races (younger)could only colonize rock planets. Perhaps, the Minbari could colonize Ice and Rock.
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Re: Babylon 5 Mod
I was going to eliminate Gas planet colonies - so you can only mine them.
I figured Ice and Rock planets were similar enough, just make it difficult to research the other. Most (ie almost ALL) races in B5 are Rock, Oxygen races. Vorlon, Gaim and a few non-major races are the only exceptions I can think of. Another reason I wanted to mod the Quad Type files is to make sure every system has a higher chance for at least one O2 rock world. |
Re: Babylon 5 Mod
"This should cause the black hole to have one object in it. It will be a star."
Also FYI if someone clicks on the sector containing the star, it would show up like a normal star would (err, minus the actual picture) so you might want to force it to appear at 6,6 and describe it like event horizon or something. Phoenix-D |
Re: Babylon 5 Mod
RE: Gas giants
Rather than letting a gas giant be mined out, we should probably set "remote mining reduces value := false" You could, of course, get much more out of a planet by colonizing, but remote mining might be viable for those planets out in no-man's land. Note that the majority of huge gas giants should by Hydrogen/Helium, although the smaller giants can be others. (None of the races can colonize them anyways, so atmosphere types don't matter except for realism) Also, due to the H/He composition of the gas giants, they should be started with a very low concentration of minerals & organics, but be great sources of rads (fusion reactor fuel http://forum.shrapnelgames.com/images/icons/icon7.gif ) - Rock worlds should probably favour minerals over organics. - "Ice"/Water worlds should favour organics. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also FYI if someone clicks on the sector containing the star, it would show up like a normal star would (err, minus the actual picture) so you might want to force it to appear at 6,6 and describe it like event horizon or something.<hr></blockquote> A raised-bubble distortion of a starfield using an image editor would look really cool for the event horizon "star": star images getting smeared into arcs around the edge and all http://forum.shrapnelgames.com/images/icons/icon7.gif ... |
Re: Babylon 5 Mod
I always thought of the organics and mineral resources on a Gas Giant as the rings/moons around the planet. I know we couldn't possibly add all the moons (ok, you could, but that would make for one heck of a system) for even our solar system in this game, so I always thought of them as lumped with the planet, and the moons that you see around a planet are the largest most colonizable ones.
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