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

Lighthorse September 18th, 2002 09:14 PM

Re: Babylon 5 Mod
 
Val and Imperator Fyron

Send both of you private Messages.

Lighthorse

Timstone September 18th, 2002 09:26 PM

Re: Babylon 5 Mod
 
I have a question. I've never heard of the Torvalus, what kind of race are they? Please explain a little bit about them. I'm just curious.

Fyron September 18th, 2002 10:24 PM

Re: Babylon 5 Mod
 
Aren't the Torvalus one of the First Ones races?

Timstone September 18th, 2002 10:41 PM

Re: Babylon 5 Mod
 
Aha, hmmm... where can I find more about these guys?

Oh, I send a message to Gandalph to ask wich race he wants to play. I hope he contacts us shortly.

Fyron September 18th, 2002 10:55 PM

Re: Babylon 5 Mod
 
I have no idea. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 19th, 2002 12:26 AM

Re: Babylon 5 Mod
 
From the Agents of Gaming web page (and that is about all I found...advertisement for one of their manuals [minatures])

http://www.agentsofgaming.com/

"...Devastate your opponents by "scanning" them with Walker sensor charge transcievers...hammer them with Kirishiac phased gravitic torpedoes...surprise them with Torvalus transverse drives...crush them with the mental power of the Mindrider thought wave...even harness the power of Hyperspace with the Triad spatial cutter! We haven't forgotten the Shadows or Vorlons, either, including a few new ships and enhancements..."

Sooo, yup the Torvalus are a First Ones race...

[ September 18, 2002, 23:32: Message edited by: pathfinder ]

pathfinder September 19th, 2002 02:27 AM

Re: Babylon 5 Mod
 
Weird, started a game with the Shag'Toth as my race and for some silly reason, any time I go to design a new ship, fighter or whatever I see two of everything in the left menu (pics/vessel-type list).

Val September 19th, 2002 02:50 AM

Re: Babylon 5 Mod
 
The Torvalus are another ancient race, you saw one of their ships in the battle at Coriana - it was the dark/shadowy fin/blade looking thing that was ripping the hell out of everything around it. Excellent stealth and laser techs, but right now not very playable (my most recent test game is with them) until I get in their lower tech weapons. But they can easily go toe-2-toe with the Vorlons and Shadows.

pathfinder September 19th, 2002 03:00 AM

Re: Babylon 5 Mod
 
Val: Question on Ancient-based techs. Is it the Ancient race that can do this? Only place I see that is , for example, Shadows-based technology is in the Shadows themselves. In other words if they capture Minbari tech (neutraon laser) only they can combine with their tech to make a combo-weapon?

Val September 19th, 2002 03:00 AM

Re: Babylon 5 Mod
 
PF
What other options did you choose for them in the racial traits?

pathfinder September 19th, 2002 03:03 AM

Re: Babylon 5 Mod
 
Val: Ya know, I think have BOTH Nomad and Standard B5 http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

on that note: what does nomad do?

Fyron September 19th, 2002 04:17 AM

Re: Babylon 5 Mod
 
Ok... I am going to assign everyone to the game now. This is how I'll do it:

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
Abbai - Nomorlurk (Simon)
Drazi - Stargrazer
Vree - Timstone
Gaim - AGoetz
Belt Alliance -
Raiders -
Pakmara (maybe) -

I moved BA and Raiders simply because noone is in those slots. http://forum.shrapnelgames.com/images/icons/icon7.gif Gandalph can join later, if/when he decides on a race to play.

Fyron September 19th, 2002 04:20 AM

Re: Babylon 5 Mod
 
Ok... Jimbob is apparently not a valid PBW name. So... what is your PBW nick Jimbob? Is it jimbob55, yimbob, or something else?

[ September 19, 2002, 03:29: Message edited by: Imperator Fyron ]

AGoetz September 19th, 2002 06:24 AM

Re: Babylon 5 Mod
 
Wanting to check : to create an .emp file I just go through creating a new race in the game then saving it? This is the file I send up once the game becomes open?

Also, I will be unable to play for up to several weeks (exact time frame not yet known) around Christmas/New Year. Just giving advance warning http://forum.shrapnelgames.com/images/icons/icon7.gif .

Fyron September 19th, 2002 06:33 AM

Re: Babylon 5 Mod
 
Wanting to check : to create an .emp file I just go through creating a new race in the game then saving it? This is the file I send up once the game becomes open?

Yes. It will be located in the Empires folder. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, I will be unable to play for up to several weeks (exact time frame not yet known) around Christmas/New Year. Just giving advance warning http://forum.shrapnelgames.com/images/icons/icon7.gif .

That is fine.

Timstone September 19th, 2002 11:52 AM

Re: Babylon 5 Mod
 
I'm really looking forward to playing this game, I hope Val is in time with the latest installment of the mod. Comeon Val, hurry, hurry, hurry... http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh, and thanks about the data about those Torvalus. They sound very cool. Ripping the hell out of everthing around it, easily toe-2-toe with the Shadows and Vorlons, my kind of race.

[ September 19, 2002, 10:54: Message edited by: Timstone ]

Timstone September 19th, 2002 03:15 PM

Re: Babylon 5 Mod
 
Tjeez, I've searched for some pictures of that Torvalus ship, but couldn't find anything. All I found were clues that those Torvalus are masters of cloaking (Torvalus Shading Field) and that they have very fast ships.
Does anybody have some info/link to more on all the ancients? I'm a fan of B5, but I haven't got a single book about B5 (shame on me). Please enlighten me with your info or links to info.

Timstone September 19th, 2002 03:32 PM

Re: Babylon 5 Mod
 
I have done some more diggin g on the net and discovered a German site with some more info on the ancients and more races, but nothing really shocking.
I live very close to Amsterdam, so I can order some books from the States (unfortunately THE place to be for B5). Anyone suggestions for cool books with lotsa info and pics?
Please add the ISBN numbers too.

tesco samoa September 19th, 2002 06:12 PM

Re: Babylon 5 Mod
 
So are you going to get someone to set the game up as the bab5 universe... with the Shadows and their people on one side of the map and the others on the otherside.

Set up their alliances etc...

And on the Shadows and Vorlons... How will you make them stronger ??

Will you set the game up with 5000 points and give the shadows and vorlons 5000 points to spend and everyone else has 3000 ????

And how will you make them in game stronger ???

Will you do like 10 or 20 turns where they get a head start on everyone else ??

Group the younger races closer together so they have to fight over their space... And have the shadows and vorlons off to the sides... So they can expand with ease... And then when it comes time for them to start the war they can open a jump gate and join it...

Or is this just a free for all...

Fyron September 19th, 2002 07:33 PM

Re: Babylon 5 Mod
 
Tesco:
The only predetermined "alliance" is that the Vorlons and Shadows have to hate each other. That is it. All of the other races can ally with whomever they choose. Think of it as an "alternate B5 universe." http://forum.shrapnelgames.com/images/icons/icon7.gif

That bit about the ancients having 5000 points whereas the younger races get 3000 is interesting, but I'm not sure it is needed. What do the rest of you think?

Dead Meat September 19th, 2002 07:45 PM

Re: Babylon 5 Mod
 
I Don't know. I'm still feeling out the Shadows techs, so I'm open to suggestions.

Fyron September 19th, 2002 08:19 PM

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
League of Non-Aligned Worlds - Gandalph
Abbai - Nomorlurk (Simon)
Drazi - Stargrazer
Vree - Timstone
Gaim - AGoetz
Belt Alliance -
Raiders -
Pakmara (maybe) -

tesco samoa September 19th, 2002 08:58 PM

Re: Babylon 5 Mod
 
It would be weird playing the Drakh against the shadows and friendly with the Earth alliance.

overminder September 19th, 2002 10:48 PM

Re: Babylon 5 Mod
 
I just download the B5 MOD and when I used the SEIV MOD launcher I just have the options for credits and quit game. Can you tell me why I'm getting this? Thanks in advance. http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif

pathfinder September 20th, 2002 12:07 AM

Re: Babylon 5 Mod
 
overminder: sounds to me like something is fubar...like wrong techarea file, components file or something like that. something is not recognized.

Tesco: Hehe, while I have not tested the Vorlon stuff (not out for testing yet) the Shadows kick major butt without any extra help. They already have major advances in engines and afew other techs. and once their race-specific weapons tech is researched...enemies better watch out! slice n dice time http://forum.shrapnelgames.com/images/icons/icon12.gif under hooman control.... http://forum.shrapnelgames.com/images/icons/icon12.gif

only downer is they can NOT colonize unless a planet if gifted to them OR they conquer it from another race.

So me don't think they need any boost, especially under human control...

[ September 19, 2002, 23:16: Message edited by: pathfinder ]

pathfinder September 20th, 2002 12:19 AM

Re: Babylon 5 Mod
 
Timstone: only source of background material and ships that I know of is at Agents of Gaming (still waiting from my order for Ships of the Fleet 2 to arrive). They do not list any ISBN numbers though.

http://www.agentsofgaming.com/b5wstock.htm

Val September 20th, 2002 01:45 AM

Re: Babylon 5 Mod
 
PF
Nomad doesn't do much, yet, just offers a different shipset that will not let you make colonies and some unique components. I'm still working to incorporate SJs nomadic elements.

IF
The Drakh still aren't ready to go http://forum.shrapnelgames.com/images/icons/icon9.gif I've been working massive hours this week (I am already at 72.5 and I have to be back at midnight for the next phase), so I don't know if I'll have them done, stressing just to get the Vorlon's done!

Timstone
Heh - see above http://forum.shrapnelgames.com/images/icons/icon12.gif
Yah, the Torvalus are my favorite ancient race and I'm looking forward to playing them. Once I complete all the ancietn races I'd love to do a PBW 'Ancients' scenario and give them the ability to colonize as well as all their cool ancient stuff. Try to search for pictures of the 'Darkknife'. The ship is almost lost in the black of space, I'm working on a shipset that is not easy to see in the background - just to make life even more fun http://forum.shrapnelgames.com/images/icons/icon7.gif

Tesco Samoa
I actually already made a map of all the B5 systems and have been slowly populating it with planets. It is accurate to a T (based on the AoG map). Once I finish all the races, I plan on making a scenario that has the B5 universe at the time the show started - as close as possible at least. That has always been my ultimate goal!
The Shadows and Vorlons are already very powerful, plus they will be getting unique Ancient facilities that will give them a huge boost. I like the idea of 5k for the ancients and 3k for everyone else, just so they can take the standard Ancients trait to see the universe. In game they are pretty tough customers as they have access to techs that other races can't really get, plus they will eventually get their ancient armor and shields.
I believe it is a free-for-all, make alliances as you like. The only set rule I recomended (as IF said) is that the Vorlon's and Shadow's can't ally, unless it is because all the younger races have joined together to wipe them out (not so much a choice on their part), but they would never share techs - even on threat of extinction. The other races should try to role play in the spirit of their race (if possible), but hatreds are not preset (the Narns and Centauri have never met yet so have no reason to hate each other). As IF said, an alternate B5 universe.
It would be odd to think of the Drakh as friendly to anyone but the Shadows, especially since their tech is mostly Shadow based. This could also be preset. This argument could also be made for the Minbari, though the Vorlons did not share any tech with them until very recently. Anyway, if the Drakh are roleplayed in the spirit of their race, odds are they would find the Shadows as much more pleasing allies than the Vorlons anyway http://forum.shrapnelgames.com/images/icons/icon12.gif

Overminder
What Version SE IV do you have?

pathfinder September 20th, 2002 02:09 AM

Re: Babylon 5 Mod
 
Val: Okies...ok to set them as standard until the nomad stuff is done? same with Raiders?

BTW don't stress TOO hard...the MOD'll get done when it gets done... geee where have I heard that before ? http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

overminder: Like Val, me believes ya got the wrong MOD Version ... 1.49 Version of mOD in Gold SEIV? mebbe?

[ September 20, 2002, 01:22: Message edited by: pathfinder ]

overminder September 20th, 2002 03:17 AM

Re: Babylon 5 Mod
 
Well I have SEIV gold 1.78. I guess I need to downgrade huh http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder September 20th, 2002 03:38 AM

Re: Babylon 5 Mod
 
You could get PDF's MOD from the Mod forum (shipset IIRC) and just install his Version of components, techarea and settings....

the AI_settings and AI_fleet files for each race also have to be updated ....

Brennan September 20th, 2002 03:46 AM

Re: Babylon 5 Mod
 
Hey did anyone fix the problem with the AI not building any large ships only large specialty ships? (Such as minelayers.)

Thanks

AGoetz September 20th, 2002 04:02 AM

Re: Babylon 5 Mod
 
I suspect it has something to do with Propulsion/Fission/Fusion/Antimatter/Gravimetric tech levels, but as I know very little about the AI routines I don't know how to fix it.

Haven't seen the AI build an armed hull larger Heavy Destroyer lately, most of the fleets are Corvette/Frigate hulls (but there certainly are some large fleets). I tend to put enough defense on a Jump Point to handle what the AI usually sends through, but every now and then a monster fleet comes through and my ships simply cannot kill them fast enough (case in point - playing as Narn, 2 Destroyers, 1 Sml Repair and 1 Cruiser sitting on each Jump point, blowing up Minbari ships. Over the space of 6 turns, 4 monster fleets (20+ ships each) came through 3 of those points. I've lost 4 of my defense fleets so far. I'm currently vectoring more reinforcements into the threatened sectors and building BattleCruisers at every available Ship Yard.

pathfinder September 20th, 2002 04:17 AM

Re: Babylon 5 Mod
 
Yeach.....

YES, IT FINALLY HAPPENED...THE BABYLON 5 LICENSE HAS EXPIRED...
(9/19/02) It is my sad duty to report that AOG's Babylon 5 contract has ended and will not be renewed. Regrettably, no further Babylon 5 game licenses or renewals are being granted due to the lack of an ongoing show or property to build upon. AOG held, to our knowledge, the Last existing game license for B5.
The contract officially concludes at the end of October. Until 10/31/02, AOG will continue to sell as much existing inventory as possible at discount rates. See our web site's mail order page for some spectactular deals, or email me privately if you wish to arrange a larger purchase. After October 31, anything left over in our warehouse will be destroyed per the letter of the contract. Individuals, stores, or distributors wishing to make purchases (either remotely or by visiting the office) before that time should contact me by email. Field Agents and freelancers will be given priority.
We here at AOG wish to thank you all for your patronage and support of the Babylon 5 Wars line and related products. Without you, we couldn't have gotten this far. Please don't be bitter or upset. We did the best we could and managed to keep the license as long as possible. We have no regrets. --Agent One

If you are interested their web site:

http://www.agentsofgaming.com/

[ September 20, 2002, 03:18: Message edited by: pathfinder ]

pathfinder September 20th, 2002 06:31 AM

Re: Babylon 5 Mod
 
What color should Pakmara ships be?

Fyron September 20th, 2002 06:39 AM

Re: Babylon 5 Mod
 
I don't know if I've ever seen a Pakmara ship.

pathfinder September 20th, 2002 12:43 PM

Re: Babylon 5 Mod
 
IF: yeah, only ones i have seen are AoG minatures (all 4 four of them http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Timstone September 20th, 2002 02:19 PM

Re: Babylon 5 Mod
 
Say pathfinder, I've DL'ed your datafiles for 1.49.31, but there seems to be a small error. Gas Giant Colonization is 50.000.000 research points, while Rock and Ice are 500.000 points.
That's a bit much, don't you think?

Suicide Junkie September 20th, 2002 03:01 PM

Re: Babylon 5 Mod
 
Not really; imagine how difficult it would be to create a simple design for a self-supporting, scalable to 8 billion inhabitants, floating colony.

Remember that this IS in the B5 universe http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone September 20th, 2002 03:06 PM

Re: Babylon 5 Mod
 
Soit would be a huge advantage if I choose to play as EA on a Gas Giant?
Hmm... I see possibilities here.
But it wouldn't be fair and would stroke with the "truth".

thorfrog September 20th, 2002 04:23 PM

Re: Babylon 5 Mod
 
This sucks. I say lets petition WB on this one. that a stupid reason to cancel a product line. WB sucks!

--------------------------------------------------------------------------------
Yeach.....

YES, IT FINALLY HAPPENED...THE BABYLON 5 LICENSE HAS EXPIRED...
(9/19/02) It is my sad duty to report that AOG's Babylon 5 contract has ended and will not be renewed. Regrettably, no further Babylon 5 game licenses or renewals are being granted due to the lack of an ongoing show or property to build upon. AOG held, to our knowledge, the Last existing game license for B5.
The contract officially concludes at the end of October. Until 10/31/02, AOG will continue to sell as much existing inventory as possible at discount rates. See our web site's mail order page for some spectactular deals, or email me privately if you wish to arrange a larger purchase. After October 31, anything left over in our warehouse will be destroyed per the letter of the contract. Individuals, stores, or distributors wishing to make purchases (either remotely or by visiting the office) before that time should contact me by email. Field Agents and freelancers will be given priority.
We here at AOG wish to thank you all for your patronage and support of the Babylon 5 Wars line and related products. Without you, we couldn't have gotten this far. Please don't be bitter or upset. We did the best we could and managed to keep the license as long as possible. We have no regrets. --Agent One

If you are interested their web site:

http://www.agentsofgaming.com/

Timstone September 20th, 2002 05:42 PM

Re: Babylon 5 Mod
 
It may be stupid, but it is legal. And that is all they need to suspend a good product line.

killer September 20th, 2002 09:48 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Captain Kwok:
It looks like you might be using the non-Gold Version of the Bab 5 mod - that would generate those kinds of errors![/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">How might i get the gold Version?

killer out

pathfinder September 20th, 2002 11:57 PM

Re: Babylon 5 Mod
 
Killer: look for PDF's flaming face-icon here : http://www.shrapnelgames.com/cgi-bin...0;t=000002;p=3

OLD Version but it works http://forum.shrapnelgames.com/images/icons/icon12.gif

my AI will work with it but the tech area, components and maybe settings files are out of date (usable but dated).

On the AoG license: While I do not like it, it is inevitable as most other contracts ran out a year ago for B5 stuff. Me just lucky to see it so I can get the REST of the B5 library I want http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 20, 2002, 23:01: Message edited by: pathfinder ]

pathfinder September 20th, 2002 11:59 PM

Re: Babylon 5 Mod
 
TimStone: Yeah, No race that I know of in B5 is gas planet-type. Val purposely, as SJ suggests, made it so VERY expensive that it is not cost effective to research gas colonization.

Val September 21st, 2002 12:10 AM

Re: Babylon 5 Mod
 
That is upsetting news, I loved the AoG stuff http://forum.shrapnelgames.com/images/icons/icon9.gif

Anyway, I have seen larger ships in my earlier AIs, so I'm going to restore my general AI (not the race specifics) and retest once I get some time.

Ooops - forgot to comment on the Gas Giant. Yeah, as PF and SJ said, it is meant to reflect the difficulty of such a venture in the B5 universe. I would like to remove it even from ruins techs. Originally I was going to change gas giant colonies around to represent an orbital colony and make them smaller http://forum.shrapnelgames.com/images/icons/icon12.gif

[ September 20, 2002, 23:13: Message edited by: Val ]

pathfinder September 21st, 2002 12:24 AM

Re: Babylon 5 Mod
 
Val: Oleg has a thread about switching the ORDER in the designcreation...list the big ships first, kinda like the weapons (preferred 1st, 2d choice, yadda..) .....says that works in the other proportions/QNP mod(s)....I'll try one race and see...

and I got a BIG order for a B5 library, so once I get it. I may be able to e-mail/post zipped .pdf's or doc's of specifics if anyone wants.

[ September 20, 2002, 23:28: Message edited by: pathfinder ]

Growltigga September 21st, 2002 01:01 AM

Re: Babylon 5 Mod
 
IF: judging by what they eat, I would expect them to be a mirky green or a pustulant brown

pathfinder September 21st, 2002 01:22 AM

Re: Babylon 5 Mod
 
Ahhhhhhh.....Now that's an ideer... thankee poohkitty

oleg September 21st, 2002 01:59 AM

Re: Babylon 5 Mod
 
I did't check Babylon5 AI, but it certainly works in other mods: When AI get an instruction to build "Attack ship", it builds the first "attack ship" design encountered in AI_designcreation.txt file. The best way to make AI build big ships is to arrange entries for "attack ships" in descenting order: biggest goes first.

Timstone September 21st, 2002 05:45 PM

Re: Babylon 5 Mod
 
Val: No, don't remove the Gas Giant Colony from the ruins. The ruins are just the place for such a discovery. Invaluable to the player regarding the huge cost to research. I say, keep it where it is.


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