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Re: Babylon 5 Mod
New list time:
Technomages - Valll Shadows - Dead Meat Vorlons - Imperator Fyron Soul Hunters - pathfinder Drakh - tescosamoa Minbari - Jimbob Hyach - Zero Adunn Centauri - Milton Narns - Lighthorse Earth Alliance - Rambie Belt Alliance - Raiders - Abbai - Nomorlurk (Simon) Drazi - Stargrazer Vree - Timstone Gaim - AGoetz Pakmara (maybe) - These players are either undecided or haven't picked yet (or there were conflicts of interest ): Gandalf Ok... someone get in contact with Gandalf and see what race he wants to play. http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 17, 2002, 03:29: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
How many ships can be in a single area...like parked in orbit around a planet? Narn have 238 atm around one planet with 3 fleets of 20+ enroute to it in same sector....would having those 60+ more ships cause an RCE?
Hmmmm...seems the Narn-induced RCE is that idiot design minister agin....not sure what blooper he/she is making... http://forum.shrapnelgames.com/images/icons/tongue.gif Oh and pic #594 (pulsar mines) seems to be a missin' http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 17, 2002, 02:49: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
So the Range Check Errors that have killed every game I've let go long enough could be caused by too many ships in the one location? No idea on how to prevent the AI doing that, especially as it continues to build hundreds of Scouts even when it has the tech for Battleships. Guess I'll have to declare war on everyone and send a fleet of Battleships/Carriers through all the empires looking for large concentrations. (Currently giving the Vorlons a try, bulding no colony ships and I've only taken planets in my starting sector that were colonized by AIs that declared war on me - only the Narn and EA have done so. I'm generating ~12000 research natively and I'm getting ~100000 from my treaties http://forum.shrapnelgames.com/images/icons/icon7.gif )
Each of my planets are protected by 100 mines, 100 Light Fighters, 50 Super Heavy Fighters, 500 Infantry and several War Stations equipped with 10 Heavy Improved Neutron Laser X each. Is that enough for a game against human opponents? [ September 17, 2002, 03:09: Message edited by: AGoetz ] |
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AGoetz: Trust me, your planets, once they get to that level are gonna be P.I.T.A. to invade http://forum.shrapnelgames.com/images/icons/icon12.gif
I set the AI to just PD in their WP...the Narn use the heavy interceptor which is also capable of taking on ships. The Last planet I tried to invade had maybe 5 or so WP with those.....ripped by planet buster fleet to heck and gone... not to mention it took 400 garrison rated troops to take out 1 defender plus militia on a Vree planet (200 were stalemated so I had to reinforce). Seems to me that planet busting gonna be darn difficult once a game gets going, especially mid to late game. gregebowman: Yeah, may be best to wait a bit. Hopefully it won't be TOO long before the basic Gold Version is done. [ September 17, 2002, 03:57: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
jimbob
You could use the LNAW set with the Pakmara Main.bmp They have a LOT of plasma based weapons. Devestating stuff at close range! Gregbowman It may be a bit, if I have some extra time after the next patch (or two) I will update it for Gold 1.78 so it is playable. Path As for planet busting, well, the Vorlon's and Shadows have the ultimate in those departments http://forum.shrapnelgames.com/images/icons/icon12.gif You could also research those evil biotechs and plague a planet. I am trying to add a plague Intel op that will cost quite a hefty amount. Thank the Great Maker that you are here to remind me of all the missing pic files http://forum.shrapnelgames.com/images/icons/icon12.gif I checked the other pics, I think your Version may have the misnumbered components before SJ had adjusted them for me. You may need to reload the Core part of the mod http://forum.shrapnelgames.com/images/icons/icon9.gif Or just reload/renumber those offendeding pics. Has anyone had a chance to look at the new intel op stuff yet? Very interested in feedback. We are using Intel for the PBW, yes? (Oh, I am going to miss rollplaying the Cnetauri, yes, they were not doing so well, but in our glory days we covered more sectors than all three of the other major races combined! Our ships - though a bit outclassed by the Minbari I admit - filled the voids of space. Yes, I shall miss the Centauri. Now I have to roll play all solemn and mystic like and disapear for weeks at a time... wait, this should be a cake walk for me http://forum.shrapnelgames.com/images/icons/icon12.gif ) [ September 17, 2002, 04:27: Message edited by: Val ] |
Re: Babylon 5 Mod
Val: I'll reload the core again....and no problem, t'is the life of a beta-tester http://forum.shrapnelgames.com/images/icons/icon12.gif
OH Yeah....coupla weeks ago the Narn got VERY ill http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif I was using the intel.....The EA (me) seem to be messing up the Narn with it...they ended up only doing counter-intel. Can't remember what I set them (Narn) to research though... I seem to use (via Intel Minister) a lot of minor bombs http://forum.shrapnelgames.com/images/icons/icon12.gif I checked the tiny fission engine pic and all seems to match bUT it doesn't show in the menu where you design a fighter. also doesn't show if you click on a fighter (to check components) in a planet or carrier. Dunno, beats me one day there gone the next.... Me using B5Core V 30 [ September 17, 2002, 05:05: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Sounds like I should get around to researching those medical facilites - of course in about a third of the games I tried I've found Medibay 5 tech in ruins (Cure for Nano-Plague).
Several of the ruin techs I've found don't seem to lead to anything, like Ancient Machine and Ship Automation. As for the actual planet glassing, is there any in-game penalty for using Mass Drivers? They are short range but they do a lot of damage - the Mark X Version does almost 3000 a shot, skips shields and has a reload of 1. |
Re: Babylon 5 Mod
AGoetz: Only penalty I know of, IIRC, is that use of mass drivers will make you "Evil Empire" with all races you are in contact with...
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Re: Babylon 5 Mod
Val
I send you a private message, please reply. Thanks Lighthorse |
Re: Babylon 5 Mod
I have been toying with a component for external racks as such:
Tonnage Space Taken := 0 Tonnage Structure := 1 Any comments? I have found a few bugs (sigh) with this but let me hear what the rest of you have to say. [ September 17, 2002, 05:10: Message edited by: President Elect Shang ] |
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[ September 17, 2002, 05:16: Message edited by: Imperator Fyron ] |
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IF: ah...okies.....Looks like I "read" thee wrong soul http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif
Val: DOH! I had loaded the latest imagepak ...reloaded the components pic...the one with the gazillion min-pics in it and voila! the missing pics (tiny engines and external cargo) are there..... |
Re: Babylon 5 Mod
IF
Yeah, that's was how I thought it worked. Maybe I will mess with the Intel projects a bit more and make some higher priced Versions of existing projects to increase the chance of success. I also think the Plague Intel should be expensive, but not too much (based on yer comment). Prez Elect Shang As IF said, you want to make the component tonage larger, and I think it should take at least some space on board the ship (to represent the support struts to attach it to the vessel). In the B5 mod, all external components also act as a sort of unintentional armor (I gave them the traditional SEIV armor ability) as they tend to absorb the first hits. PF Let me know if the reload works. Poor Narn:( Lighthorse Ok. Agoetz Right now Mass Drivers (and Bio weapons) don't really do much, though I think I can set the AI to react to glassing planets as a hefty negative modifier, achieving the same sort of effect. I do wish we could have certain weapons deemed 'evil' and cause a negative to all races that don't employ such devices. |
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[/quote]Keep in mind that the size of a ship represents all of it's mass. It is not a measure of volume. Having a component be "external" does not mean that it hass less mass than an "internal" component.[qb]
Well first I don't see how the mass of an object plays into an external component for damage of a system that is being designed with the ability "Armor" because it is exposed on the outside of the ship. Second this is a ship in space, and this ship has engines able to accelerate it to x% of c in a matter of moments without turning the crew into anchovy paste. A large percent of c that is. Third if you are assuming a ship that CAN accelerate to x% of c than you can also assume (we all know what that means) that a little change in mass is not important if we can design a component that more closely mimics “external”. Right now the B5 Mod “external” systems are just small “internal” systems. Wait. Not done. Finally a true “external” system in a zero g environment (a ship in space); is only limited by the surface area of the ship; the true weight (mass) of this component would be near meaningless. Right? [ September 17, 2002, 05:41: Message edited by: President Elect Shang ] |
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Val: what worked is getting the correct components.bmp and loading it. I can now see the external cargo pod and tiny engines. The one replaced had quite a few more pics on it but none (I believe/hope!) were B5 images.
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Val, why would you want to make the component tonnage larger? It’s on the outside of the ship.
I see your point with the armor trait, but I would think that a true external component should not absorb enough damage to be considered a form of extra armor. Note that I do agree whole heartedly with the damaged first idea. Also I would think that if a species is capable of building a massive ship in an even larger space dock (think Star Trek sized) than they would also be able to not have an I-beam from an external mount running through the chow hall. “Hay cookie! Look out for the (thump), never mind.” [ September 17, 2002, 06:13: Message edited by: President Elect Shang ] |
Re: Babylon 5 Mod
"Val, why would you want to make the component tonnage larger? It’s on the outside of the ship."
"Well first I don't see how the mass of an object plays into an external component for damage of a system that is being designed with the ability "Armor" because it is exposed on the outside of the ship." "outside" or "inside" is *not* relevent in terms of mass. It's either part of the ship or not attached, nothing in between. Bolting something on the outside has no effect in and of itself; no air resistance. Phoenix-D |
Re: Babylon 5 Mod
I have managed to get the PBY B5Mod but a new probleme has arrisen. While the game is loading it stops and a window appears thatlooks like the one there would if you deleted the Componets txt. file on the normal game.
Anything you can do? killer out. |
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What kind of errors apear on your screen?
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The more massive an object is, the more force (thrust) it requires to accelerate the object. Whether a component is "internal" or "external", it should still have roughly the same mass. The location of the mass is irrelevant. In a vacuum there is no resistance from the media (or lack thereof). A sleek starship requires the same force to accelerate as an equal mass oblong hulk. So, an external component shouldn't necessarily be less massive (ie: fewer kilotons (smaller)) than an internal one. [ September 17, 2002, 19:54: Message edited by: Imperator Fyron ] |
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Val,
Have you ever thought about mounting missile racks on the side of spaceships. It should slow them down some, but shouldn't count against the vessel tonage. Also vessel could tow missile pods too. This should only be allow for one or few of the minor races, to off set they technology disadvangate with the big boys. http://forum.shrapnelgames.com/images/icons/icon7.gif Lighthorse |
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The resistance in normal space would be so small as to hardly make a difference for the purposes of SE4. http://forum.shrapnelgames.com/images/icons/icon7.gif In reality it might make a very minor difference, but SE4 doesn't handle such things. And you cannot make ships move slower when heading towards a star, or in a nebula, in SE4, so that doesn't affect my arguement much in terms of SE4. http://forum.shrapnelgames.com/images/icons/icon7.gif Anyways, your points may be valid, but they don't affect my arguement of external vs. internal components a whole lot. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Re: Mass Drivers
When I did a stint on an Evil Empire ship http://forum.shrapnelgames.com/images/icons/blush.gif as part of an Officer exchange program they always used to launch their Mass Driver projectiles from as far away as 15 to 20 combat squares to avoid Satellite defences and surface to space fighters. They were only able to get off two shots and then had to retreat. The range didn't seem to matter, in fact the gravity well of the planet meant that the further away from the target the "mass" was fired the more damage it did due to the increased speed upon impact. http://forum.shrapnelgames.com/images/icons/shock.gif They were not very accurate until some bright spark suggested bolting small thruster rockets to the "mass" which could be fired remotely as a primitive guidance system. On one occasion they used it on a stricken carrier that had its engines disabled. It was only a partial hit but I reckon the carrier was only good for scrap after that. http://forum.shrapnelgames.com/images/icons/icon9.gif One of the most devastating direct fire/come slow seeker weapons I'd ever seen in action. Easy to avoid as long as your engines are working. http://forum.shrapnelgames.com/image...s/rolleyes.gif Hell, you only fire mass drivers from Orbit if you like to watch the dust plumes. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon6.gif I once saw a colony defend against this by launching fighters equipped with warheads and crashing into the driven "mass". They ejected just before impact. They managed to destroy it but having sacrificed all their fighter, surrendered anyway. http://forum.shrapnelgames.com/images/icons/icon10.gif [ September 17, 2002, 21:41: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Speeking about drag in space: Does anybody ever estimated what kind of kinetic impact can interstellar dust have on a starship cruising at near-light speed ? At 0.99 c, even a vety, very tiny piece of mater can produce a megatone impact...
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Unfortunately, you could never ever reach anywhere near 0.99 c. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Would it not be relative. If a pea came hurtling at you at .99c and hit your 6 foot steel hull would that not be the same as a 6 foot steel hull hitting a pea at .99c. The greater mass would win? http://forum.shrapnelgames.com/image...s/confused.gif
I think this was why energy shields were "invented", to push the debris of space out the way or deflect it? |
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Good question. It can be traced to two tween's problem. Once we get to aceleration/breaking, we move from special relativity theory to general relativity and that is out of my field of expertise.
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Ha...... That's what they tell you....... I think a mechanic dropped a spanner and they just wanted to claim on the insurance! http://forum.shrapnelgames.com/images/icons/icon12.gif
(I think the USA end has all gone to bed.) http://forum.shrapnelgames.com/images/icons/icon10.gif It is 10.30pm after all! Does anyone know what a fleck of paint travelling at 32,000 KPH would do to a 6 foot steel hull? To borrow a quote: "NEVER argue with fools, they only bring you down to their level and beat you... with experience." http://forum.shrapnelgames.com/images/icons/tongue.gif [ September 17, 2002, 22:31: Message edited by: Nomor ] |
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naa USA is about 5 hours behind the uk so it's 5:30 on the east coast, therefore they should be getting back from work (The word "work" is sooo misleading) http://forum.shrapnelgames.com/images/icons/icon10.gif
Also Val, will the mod be done by the end of the week? Perhapse with new ai??? |
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Val is still at work and probably will be until laaaate tonight, hence my lack of frequent Posts. One of the team had a heart attack so I'm picking up the slack and working something on the order of 14-17 hour days. Bleck http://forum.shrapnelgames.com/images/icons/tongue.gif
I'm still hoping to get out of here early on a few nights in the later half of the week to get this next release for the mod done. Regardless, I will have something by the weekend (or real early Monday morning) that will be of <hopefully> considerable worth. I'm still mulling on Ph-D's whole external/internal mass thing, oy my head hurts! Internal/External Consider it more effective cargo storage. So a strut is mounted on the ship and the increased cargo capacity are large cargo containers that are attached to the ship. How's that? Ditto for the external fighter catapults. The reason they kind of act as armor is that they are more exposed and easier to target, and who wouldn't want to cripple a ship's ability to launch/recover fighters? Gregbowman The current target is a lot of PBW stuff, but PF, Simon and I have also been hard at work on the AI side of things. The PBW/M is important, as it will let us test the mod as a whole in ways I would never think. It will help us to root out abussive weapons or make useless weapons useful. It also gives us some insight into what to have the AI do. My 'ultimate' goal is a solid AI with a quality mod, something that is challenging, but not impossible. Ah, to dream! Killer What type of errors? AGoetz I downloaded your save and am trying to fix up the AI to avoid the errors. Lighthorse What I 'really' want is one shot missiles/weapons, or has that been added and I missed it? I know I can make it fire once per combat giving it a reload of 30. Could also make it destroyed after use, or is that only for components used on the main screen of buttons? Nomor Heh, good story http://forum.shrapnelgames.com/images/icons/icon7.gif Pathfinder I'm sure he is referring to having all of your AI in one easy to use capsule - not actual new AI again http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 18, 2002, 00:14: Message edited by: Val ] |
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Nomor asked:
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As to how well a 6 foot steel hull would stand up to this, you would need to determine how much kinetic force it could withstand (steel grade, reinforcement, any curvature for ablative effects, etc. all would come into play). Val: I think that the intention of ship size is to indicate how much mass could be held within the confines of the ship (that is "inside" the ship). So while anything bolted onto the exterior should, in purely physical terms, count towards the mass limit for the ship type, the game simply doesn't allow us to model the difference between total ship mass and interior volume. So, for the sake of gameplay, reducing the mass of external components remains the best method for modelling the fact that it is on the exterior, leaving more room inside the ship for other components. I suppose there should be a limit to how many externally mounted items there are (maybe limit of 1-2 of each item per ship) to indicate that you can't just keep stapling on more and more parts - there should be a theoretical limit to how much surface area a ship has afterall. Just a few pennies worth... Edited some sentences, now my pennies make more cents [ September 18, 2002, 00:31: Message edited by: jimbob ] |
Re: Babylon 5 Mod
I still think someone dropped a spanner.. http://forum.shrapnelgames.com/images/icons/tongue.gif It's 12.45 AM Time for bed. I agree with your pennies worth... http://forum.shrapnelgames.com/images/icons/icon10.gif
[ September 18, 2002, 00:50: Message edited by: Nomor ] |
Re: Babylon 5 Mod
I must point out my original post (Sep. 17 at 5:09) in that my “external” component was 0 tonnage space and 1 tonnage structure. It would absorb some damage (hence giving the armor ability) but would not take up any “internal” space of the ship. So why did this open a can of worms? Val said that the component needed the tonnage increased. I still say no it does not. This component works as I have tested it but now the AI Moding gurus need to see if they can make something like this work. The problem I was referring to in my original post is that without tight limits placed on each hull size I would think that the AI could run away and place hundreds of such components on a ship. This is also (if you were wondering) how the topic of mass and the affects of mass got started. This was not my intention.
*Edited after reading Jimbob's post again* Ya, what he just said! [ September 18, 2002, 02:11: Message edited by: President Elect Shang ] |
Re: Babylon 5 Mod
I also have made a component with zero tonnage and 1 damage pt. I haven't had many problems with it, but I haven't tested it all that much. I would recommend that you limit the amount of these components that could be added to a ship with "One Per"-"Ten Per".
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What I am really driving at is that my Mod is a very, very long way from finished and I have yet to start working on the AI. So I don't know what kind of effects this component will have. At this point an AI Moding guru is needed to review and test it. [ September 18, 2002, 02:40: Message edited by: President Elect Shang ] |
Re: Babylon 5 Mod
I think you misunderstood. I was referring to limiting the amount of components allowed using the "One Per Vehicle" through "Ten Per Vehicle" entry for restrictions.
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For example "Could not find "Primary Bitmap Name" in record Destroyer"
My dad and I can hix these arers but it is very time consuming. killer out |
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Imperator Fyron:
I know that all this has nothing toi do with SE IV, but I just wanted to bring in some real physics. http://forum.shrapnelgames.com/images/icons/icon6.gif Jimbob: Good work man! You sound like a real scientist. And you can really achieve .99 c, it's takes up a lot of energy, but it can be done. I must point out that we CAN'T do it now, we haven't got the technology for it yet. Yet... The problem is energy. You need energy to propel your craft towards c. If you calculate how much energy you ned to propel your craft you would find you need more mass of energy that you have mass of the craft. So need more room to store the energy, that brings in more mass and that in turn brings in more energy needed. A loop. The ting we need is a far more efficient powersource and far more effecient engines. Here are 2 very interesting links: http://www.lerc.nasa.gov/WWW/PAO/images/warp/warp07.gif http://www.lerc.nasa.gov/WWW/PAO/warp.htm I'm sorry if my English isn't that good, but I've had a very long and busy night (working late). |
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p=m x v (momentum) = (mass) x (velocity) E=0.5 x m x v^2 (energy) = 0.5 x (mass) x (velocity squared) Timstone: Well... Jimbob didn't use real physics there. He confused 2 equations. http://forum.shrapnelgames.com/images/icons/icon7.gif [ September 18, 2002, 19:16: Message edited by: Imperator Fyron ] |
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Woops!
*His face gets redder than the shell of a lobster* Damn, feeling stupid right now. I didn't look very well to the formulae. Won't happen again! |
Re: Babylon 5 Mod
Your points are still valid, nonetheless. They just don't really apply to SE4, cause such minutia can not be accurately modeled. http://forum.shrapnelgames.com/images/icons/icon7.gif
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So back to the list:
Technomages - Valll Shadows - Dead Meat Vorlons - Imperator Fyron Soul Hunters - pathfinder Drakh - tescosamoa Minbari - Jimbob Hyach - Zero Adunn Centauri - Milton Narns - Lighthorse Earth Alliance - Rambie Belt Alliance - Raiders - Abbai - Nomorlurk (Simon) Drazi - Stargrazer Vree - Timstone Gaim - AGoetz Pakmara (maybe) - These players are either undecided or haven't picked yet (or there were conflicts of interest ): Gandalf Ok... someone get in contact with Gandalf and see what race he wants to play. Is Milton the name that guy uses on PBW? If so, that's fine. If not, I need his PBW nick, to be able to assing all the players to empires in one fell swoop. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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