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

Fyron October 1st, 2002 07:52 AM

Re: Babylon 5 Mod
 
Nah... the Vorlon side is much better.

AGoetz October 1st, 2002 08:16 AM

Re: Babylon 5 Mod
 
I suppose it all boils down to which philosophy the players Subscribe to (in addition to bribes from the Ancient race players http://forum.shrapnelgames.com/images/icons/icon10.gif ):-

What do you want?
Who are you?

(I think I'm remebering the Vorlon line correctly - someone tell me if I've gotten it wrong)

Fyron October 1st, 2002 08:17 AM

Re: Babylon 5 Mod
 
That's right. http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob October 2nd, 2002 03:33 AM

Re: Babylon 5 Mod
 
I'm all for 2000 R.P. Seems the AI is still having some troubles, so we humans shouldn't imbalance things too much on this "maiden voyage".
Besides, higher R.P will mask the uniqueness of each racial tech tree.

Fyron October 2nd, 2002 03:59 AM

Re: Babylon 5 Mod
 
There are enough players that there won't be any AIs. http://forum.shrapnelgames.com/images/icons/icon7.gif

Val October 2nd, 2002 05:01 AM

Re: Babylon 5 Mod
 
- Back again, didn't get my promised day off on Saturday, in fact they were talking about firing the project manager so we wound up working harder to make sure everthing he let slip got back on track, so I got to work even more hours http://forum.shrapnelgames.com/images/icons/icon7.gif

I did not have enough time to finish the Drakh - so maybe put Tesco down for LNAW http://forum.shrapnelgames.com/images/icons/icon9.gif I did however get something accomplished so we can get our game going - uploading 1.49.31 for us to start the game.

B5ModUpdate149-31.zip

This update includes the AI updates, the Vree and Technomage shipsets (though they still need some additional ships that I will release in 1.49.32 along with the new component pics and some new event and facility pics), Vorlon Weapons (finally) and other EM weapons for the Streib/Minbari/Narn/TechnoMages. Added agile ship enhancements, Centauri House Ships, and some other stuff. Added in Oleg's Vorlon/Minbari shipset updates. The Intel is pretty different. Also fixed some mistakes/typos.

I will continue to work on more improvements, the next batch will be almost entirely Graphic and Sound additions, so we can add it into the ongoing game without much trouble.

I'll also be adding in the special Vorlon/Shadow influenced ships for each race to go with their Vorlon/Shadow influenced weapons.

After a few weeks of testing I'll start making adjustments based on y'all's suggestions.

Edit - Almost forgot, I'm looking for sound wavs for the Vorlon and other EM weapons. Anyone?

Agoetz -
The Gaim have a number of special components that I am still working on to make them rather tough to take out (though they still won't have the hitting power of one of the more major races - assuming they only use their own tech).

[ October 02, 2002, 04:05: Message edited by: Val ]

Fyron October 2nd, 2002 05:31 AM

Re: Babylon 5 Mod
 
Okey. Tesco will be LNAW then.

pathfinder October 2nd, 2002 05:43 AM

Re: Babylon 5 Mod
 
Looks like I need to read up on PBW, never played that...

AGoetz October 2nd, 2002 06:31 AM

Re: Babylon 5 Mod
 
Just had a look at the Vorlon weapons http://forum.shrapnelgames.com/images/icons/shock.gif

A ROF 1, range 8, damage at max range 290 point defense weapon? I would not want to be a fighter pilot going against a Vorlon fleet... (Though given their other weapons, manning a Captial Ship is probably just as unsurvivable).

I'm going to need numbers if either of the Ancients come gunning for me.

I know that the AIs where told to only put point defense weapons on their weapon platforms, will that be a rule we are supposed to conform to in the game?

[ October 02, 2002, 05:33: Message edited by: AGoetz ]

Fyron October 2nd, 2002 06:33 AM

Re: Babylon 5 Mod
 
Awesome! http://forum.shrapnelgames.com/images/icons/icon10.gif

AGoetz October 2nd, 2002 06:36 AM

Re: Babylon 5 Mod
 
Just noticed - a lot (if not all) of the Vorlon weapons require a lot of Organics. Getting enough of those is going to slow how much minerals (and hence how many ships) they can produce. http://forum.shrapnelgames.com/images/icons/icon10.gif

Val October 2nd, 2002 06:52 AM

Re: Babylon 5 Mod
 
Yeah, tried to balance out the Vorlon's a bit by making them need more organics http://forum.shrapnelgames.com/images/icons/icon7.gif

Some notes for the game:

1 - I think anyone who has already submitted an .emp file may need to recreate their file as the changes in the RacialText may invalidate it.

2 - Although you can bring Reproduction down VERY low, I only did that for the Ancient races and the odd ball races that have small #'s (ie Technomagi), so Ancient Races can get extra Points to spend on their empires by crippling their reproduction rate (which is fitting as they had an almost non-existant birth rate).

3 - The Shipsets in this update (Vree and Technomage) are incomplete (close to done though). The Vree set is standard, the Technomagi shipset is a bit more.. unusual?

4 - Should we limit WPs to PDF weapons?

Fyron October 2nd, 2002 06:59 AM

Re: Babylon 5 Mod
 
I created a thread on the Babylon 5 Game on PBW forum in regards to racial points. Please go there and vote on 2000 or 3000 points. I will ignore any votes posted in this thread here on Shrapnel. Thanks.

Fyron October 2nd, 2002 07:02 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
4 - Should we limit WPs to PDF weapons?
<font size="2" face="Verdana, Helvetica, sans-serif">PDF weapons?

I think that we should allow any weapons that make sense to be on a weapon platform (from a realistic, not-necessarily-canon perspective) be placed on WPs. This is simply because WPs are pretty necessary for planetary defense in SE4. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 02, 2002, 06:09: Message edited by: Imperator Fyron ]

Val October 2nd, 2002 07:10 AM

Re: Babylon 5 Mod
 
Posted the update to the PBW page as well. Will also send to Rambie (along with my overdue turn).

Lighthorse October 2nd, 2002 07:51 AM

Re: Babylon 5 Mod
 
I would like to be able to use WP for any type of weapon.

Lighthorse

Fyron October 2nd, 2002 07:51 AM

Re: Babylon 5 Mod
 
Any reasonable type of weapon. Shadow planet killers shouldn't be allowed on WPs. http://forum.shrapnelgames.com/images/icons/icon10.gif

Dead Meat October 2nd, 2002 08:23 AM

Re: Babylon 5 Mod
 
Oh now IF don't go taking away all my fun in life. If I want to wipe out my own plaent I should be able to.

pathfinder October 2nd, 2002 12:45 PM

Re: Babylon 5 Mod
 
I'll add my .emp file after the vote is tallied and results known. http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone October 2nd, 2002 02:35 PM

Re: Babylon 5 Mod
 
I've been digging in to the newest Version of the beloved B5Mod and found some things. Maybe some of them have been noted already. I've only checked with the Vree race.

* Vree ships pics missing (I know Val already said it, I just say it again http://forum.shrapnelgames.com/images/icons/icon7.gif ):
- Baseship
- Heavy Baseship
- No infantry

* Plasma torpedo:
- Speed (0)

* No pics:
- pulsar mine
- quad pulsar
- molecular disruptor
- molecular pulsar

* No big pics:
- Refractive Armor (Primary)
- Refractive Armor (Alternative)
- Refractive Armor (Additional)

Oh, and a little question. What does ADU mean?

Other than these small thingies, damn good job Val! I'm already looking forward to the next release. But for now, let's enjoy this Version and kick some ancients *** at PBW! http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie October 2nd, 2002 02:55 PM

Re: Babylon 5 Mod
 
ADU Stands for "Arbitrary Damage Unit"

It makes more sense than measuring damage in KT http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone October 2nd, 2002 03:34 PM

Re: Babylon 5 Mod
 
And that means?

Suicide Junkie October 2nd, 2002 04:52 PM

Re: Babylon 5 Mod
 
A measurement of weapon and defense effectiveness,
determined by chance, whim, or impulse, and not by necessity, reason, or principle.

The first hitpoint value or damage strength was picked essentially randomly, and everything else was set to be balanced with it.
Thus we have Arbitrary Damage Units http://forum.shrapnelgames.com/images/icons/icon7.gif

Val October 2nd, 2002 05:55 PM

Re: Babylon 5 Mod
 
Timstone -
Yeah, those extra pics will be in 1.49.32, just haven't had the time to polish them up.

The 'big pics' should have been in previous releases, is anyone is having that issue? If so, I will include them, else I will just send you those files.

The Plasma Torpedo... I obviously forgot to type in the description that it is one of the earliest developed torpedoes, and ships firing them had to rely on their opponents running into them http://forum.shrapnelgames.com/images/icons/icon12.gif I'll fix the speed in 1.49.32 - but if y'all want to make the adjustment yourselves, it should be Speed 5.

Edit - How do you delete dupe Posts in the PBW forum? I somehow posted the Intel thing 3 times!

Just in case y'all missed it, I'll post it here as well http://forum.shrapnelgames.com/images/icons/icon12.gif

One thing to Note - Intel is not the same as it is in regular SE IV. There are 4 subcategories of Intel research after researching Applied Intelligence. Each of those 4 subcategories has anywhere from 4 to 6 levels. If a race wants, it can focus purely on CounterIntel Ops and not waste research on the others.

Most races can't even subvert an opposing race's ships until they reach level 5 in Black Ops (after getting Level 1 in Applied Intellegence), and only the Shadows are able to subvert planets.

There are also escalating levels of the original projects.

Y'all may want to look at them.

[ October 02, 2002, 17:59: Message edited by: Val ]

Val October 2nd, 2002 07:01 PM

Re: Babylon 5 Mod
 
Timstone-

Dude! Where did you get the Jumpgate animation? Do you have a better quality one? I've been looking for one for EVER to add to the mod in place of the create wormhole animation.

Please E*Mail me whatever you have at b5mod@yahoo.com

Yay!

Timstone October 2nd, 2002 07:14 PM

Re: Babylon 5 Mod
 
I made the animation myself.
I dug up my B5 (The official guide to...) cd and made an avatar out of the animation on the disc.
I'm planning to remake it, but this time with a 3D model of the jumpgate. I will take time and that is something I don't have at the moment.

Let's make ad eal here, I'll give you all I have of my avatar and you will give me solid information about the dimensions of a Jumpgate (if you have such info). That way I can fairly accurately make a 3D model of it. I'll mail the stuff to you.

pathfinder October 3rd, 2002 01:04 AM

Re: Babylon 5 Mod
 
Val: uhm...uh....* http://forum.shrapnelgames.com/images/icons/blush.gif * why do the B5 Standard and Nomadic race trait say they are for the Ancients? Both racial trait file and techarea files say this http://forum.shrapnelgames.com/images/icons/icon12.gif Sorry, should have seen/reported this lng time ago..... http://forum.shrapnelgames.com/images/icons/blush.gif

Nomadic.....Resource ship requires colony module but no colony module found in component list??? http://forum.shrapnelgames.com/image...s/confused.gif

Also, do you want Shag'Toth to play as Nomads in the PBW game? I have both Standard and Nomadic .emp files (2000 & 3000 point) ready to go.

[ October 03, 2002, 00:12: Message edited by: pathfinder ]

Val October 3rd, 2002 02:39 PM

Re: Babylon 5 Mod
 
149-31a.zip

There you go, fixed those two mistakes http://forum.shrapnelgames.com/images/icons/icon7.gif

For the test you should probably be a standard race, I'll work on the Nomad stuff as we go along, so if you want to take both you can.

The Plasma Torp thing - I checked the file I have and it is a speed of 5. Are you sure it was 0 in yours?

Timstone October 3rd, 2002 02:47 PM

Re: Babylon 5 Mod
 
Yeah, I checked the thingie too, but I also said Speed :=5 with me. I don't understand. Must be me.

pathfinder October 3rd, 2002 05:23 PM

Re: Babylon 5 Mod
 
Val: okies, will do. I'll load .emp tonite.

Timstone October 3rd, 2002 09:27 PM

Re: Babylon 5 Mod
 
Nomor: Do you have any dimensions of Jumpgates. I'm planning to make a 3D model of one and of course I need dimensions of such a thing to do that. Could you provide me with any?

Imperator: I'll upload my .emp file also tonight.

Val: I've mailed a part of the files to you, you'll read it when you DL them.

[ October 03, 2002, 20:28: Message edited by: Timstone ]

Timstone October 3rd, 2002 10:04 PM

Re: Babylon 5 Mod
 
Ehh... dudes! I've got a little problem. I haven't got the following races (or only some files of them):
Abbai
Drazi
Gaim
Raiders
Soulhunter
Can someone help me with this?

Nomor October 3rd, 2002 11:01 PM

Re: Babylon 5 Mod
 
Timestone Re: Jump Gates

""Jump Gates" are massive arrays organised in Groups of two to five generators, with each generator measuring between one and ten miles in length." However I can find no reference to proportions and I haven't come across any plans for Jump Gates. Babylon 5 Station is considered too fat and tall to fit through a Jump Gate, although a Minbari Cruiser would appear to be taller and I've got pictures of them coming though Jump Gates, I think?

I take it you need ratio's to model one. This link: http://www.wolfsshipyard.mystarship.com/SizeComp.html http://forum.shrapnelgames.com/images/icons/icon6.gif will give you profile views of all the B5 ships showing their size relative to one another and clicking on the image enlarges it to show scale relative to a 1 km bar. Other than this I can't yet help you and you may have to resort to estimating from images of ships in the process of making a "Jump". http://forum.shrapnelgames.com/images/icons/icon9.gif

This link will take you to the other races and is a good place for anyone wishing to model shipsets:
http://www.wolfsshipyard.mystarship.com/drawings.html

[ October 03, 2002, 22:07: Message edited by: Nomor ]

pathfinder October 4th, 2002 12:02 AM

Re: Babylon 5 Mod
 
Timstone: I'll zip my files for Soul Hunters (Shag'Toth) a bit later and post them here. The shipset is available at PBW site.

Soul Hunters or Shag'Toth race style (B5 MOD for v 1.49)

1033683165.zip

My sets for the other races you mentioned are kinda short too Timstone.

[ October 03, 2002, 23:15: Message edited by: pathfinder ]

Fyron October 4th, 2002 01:04 AM

Re: Babylon 5 Mod
 
The Shag'Toth are already available on PBW (uploaded by yours truly), but I guess its a little late to tell you that now. http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse October 4th, 2002 01:26 AM

Re: Babylon 5 Mod
 
Imperator Fyron,

I need to reload my empire file again. I redid the Narn Regime empire file with the new vision of 1.49.32 B5 mod.
The old empire file will lock up with new vision of 1.49.32 B5 mod.

Thanks

Lighthorse

pathfinder October 4th, 2002 02:19 AM

Re: Babylon 5 Mod
 
Ya, I knew that but wasn't sure if Timstone did.

Fyron October 4th, 2002 02:21 AM

Re: Babylon 5 Mod
 
LH:
Ok. I don't recall if players can remove their emp files. If not, ask Geoschmo to remove the emp file.

Path:
You could have just given a link to the file on PBW. http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder October 4th, 2002 03:29 AM

Re: Babylon 5 Mod
 
IF: True...didn't think of that *shrug*..

tesco samoa October 4th, 2002 03:55 AM

Re: Babylon 5 Mod
 
just post a request for a game admin to change your status to empire needed... Make sure you mention game and player position

jimbob October 4th, 2002 04:38 AM

Re: Babylon 5 Mod
 
Are mod edits still going on, or is B5 Mod 1.49.32 the final Version that we're playing with?
If so, I'll burn it and install 1.49.32. Otherwise I'll keep waiting for the final test Version (and so won't upload my .emp for a while)
Thx

pathfinder October 4th, 2002 04:50 AM

Re: Babylon 5 Mod
 
1.49.32 is the one we'll be testing/playing with if I understand correctly. Val still has a few tweaks to do but we'll be charging ahead so to speak http://forum.shrapnelgames.com/images/icons/icon12.gif

jimbob October 4th, 2002 04:53 AM

Re: Babylon 5 Mod
 
K,
I'll burn it right away, get a copy to Stargrazer and make sure he's ready to go too. I'll see him this weekend, so the two of us should be ready (ie uploaded .emp files) Monday or Tuesday at the latest.

Fyron October 4th, 2002 06:18 AM

Re: Babylon 5 Mod
 
I hope Stargrazer is actually "Stargazer" on PBW, cause there was no "Stargrazer". http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone October 4th, 2002 10:12 AM

Re: Babylon 5 Mod
 
Nomor: Thanks for those links. They're very cool. They are a bit less usefull with my question regarding the jumpgate (doing all that comparing to ohter ships, exausting), but it's better than nothing. Thanks!

Pathfinder: Thanks for the link.

Imperator: I've uploaded my .emp file already, is that a good thing or not? I'm a bit confused now.

Fyron October 4th, 2002 10:18 AM

Re: Babylon 5 Mod
 
Timestone:
I don't know. That depends on whether Val messed with the racial traits file or not for 32, and if we are gonna use a different amount of racial points than what you used to generate your empire.

Timstone October 4th, 2002 10:19 AM

Re: Babylon 5 Mod
 
Alright, then I'll read it when the .emp files need to be changed. Thanks!

Fyron October 4th, 2002 10:37 AM

Re: Babylon 5 Mod
 
That's a nice sig there. http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone October 4th, 2002 11:06 AM

Re: Babylon 5 Mod
 
It's from HotShots. Saddam says it to the American President. Hysterical movie!

Val October 4th, 2002 03:19 PM

Re: Babylon 5 Mod
 
Yeah, 32 includes changes to the racial traits file.


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