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

Timstone October 4th, 2002 04:21 PM

Re: Babylon 5 Mod
 
I'm doing a game against the computer, but those Vree are cool guys! They hold up quite good against 7 computers. I've got a alliance with the Minbari and the Shadows. http://forum.shrapnelgames.com/images/icons/icon7.gif
I've got 12 planets colonized and defended with at least 100 satallites.

And what is that thing about no more that 1000 thingies in one square? Please explain.

Timstone October 4th, 2002 04:22 PM

Re: Babylon 5 Mod
 
Wow, cool I'm a sergeant!

Suicide Junkie October 4th, 2002 04:36 PM

Re: Babylon 5 Mod
 
Its an option in your game setup.

V1.49 allows you to max that out at 5000 per player and 5000 per sector.

V1.78 allows you to max it out at 20000.

Fyron October 4th, 2002 07:44 PM

Re: Babylon 5 Mod
 
Val... maybe you should add several blank racial traits, so that you can just change those, and stop invalidating emp files with every patch. http://forum.shrapnelgames.com/images/icons/icon10.gif

Lighthorse October 4th, 2002 08:04 PM

Re: Babylon 5 Mod
 
Imperator Fyron,

I have requested of geoschmo/SE4/PBW to remove my old empire file for Narn Regime in Babylon 5 Game. I can upload another empire file that matches Val's latest patch for B5 mod.

Lighthorse

Nomor October 4th, 2002 09:14 PM

Re: Babylon 5 Mod
 
Timestone: Re: Jump Gates

http://trade.mahasamatman.com/B5/Ima...e/Gallery/?009 http://forum.shrapnelgames.com/images/icons/icon7.gif This link has a detail of Jump Gates not always seen. It is a profile view and as close as you can get to a plan or cross section and provides detail of the sections making up the jump gate. Unfortunately even B5Tech.com is vague regarding the size of Jump Gates but the Cortez Jump Gate constructor or Explorer Class could fit through a Jump Gate, which is why I gave you the previous link.
Using the B5ccg view and the Largest EA ship profile you should get a rough scale for your design. I think that even JMS is unable to tell you the dimensions although the special effects guys might, but I've had no luck down that route. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ October 04, 2002, 20:20: Message edited by: Nomor ]

Val October 4th, 2002 10:29 PM

Re: Babylon 5 Mod
 
Timstone-
Told you Nomor was the man to ask for solid B5 facts http://forum.shrapnelgames.com/images/icons/icon7.gif
Vree have some great weapons, all that AntiMater stuff!!

Fyron-
Yeah, I think I'll add a few more blanks on the next one. I'm actually hoping not to have many more to add unless I get some new weapon data on some of the obscure races. I plan to concentrate on those races we already have going.

All-
Would you like me to post a 'temp' shipset for the Gaim and Abbai so they are usuable for our game? (PF - send me all the latest Abbai DoGA files you have made since the Last batch - if any - and maybe I'll try to make a few more)

In the next few patches I'm going to concentrate on fixing the Nomad races to be more usable, adding some racial specific components, racial specific facilities, new ship classes (going to add Prototype, Standard & Advanced Versions of the ships that will require varied levels of research) and new events. Also want to continue to revamp the Fighter weapons, WP weapons, Troop Weapons and also Intel - pending on how this test run goes.

Any other suggestions or desires from the cast or crew?

Nomor October 4th, 2002 10:30 PM

Re: Babylon 5 Mod
 
Timstone: (Val might like the 1st link http://forum.shrapnelgames.com/images/icons/icon6.gif )

Just to ruin your day http://forum.shrapnelgames.com/images/icons/icon12.gif http://home.tu-clausthal.de/~inmc/b5/Models.html has two jump gates and Forward Design at http://www.forwarddesign.com/3dobjects.htm under Miscellaneous: the file "Jumpgate.Iwo" - 149k - Babylon 5 jump gate, but you'll need a 3D viewer. http://forum.shrapnelgames.com/images/icons/icon10.gif You may be able to look at the code or something to get dimensions you need?

Val: Abbai shipset? Yes please!

[ October 04, 2002, 21:39: Message edited by: Nomor ]

Suicide Junkie October 4th, 2002 10:39 PM

Re: Babylon 5 Mod
 
Quote:

Yeah, I think I'll add a few more blanks on the next one. I'm actually hoping not to have many more to add unless I get some new weapon data on some of the obscure races. I plan to concentrate on those races we already have going.
<font size="2" face="Verdana, Helvetica, sans-serif">Its best to add a whole bunch of blanks, and then once you are really done, you can remove the extras.
That way you only invalidate the EMPs twice.

pathfinder October 4th, 2002 11:46 PM

Re: Babylon 5 Mod
 
Val: I'll work on some more Abbai tonite, now that I have the shipdata http://forum.shrapnelgames.com/images/icons/icon12.gif . 1 cavate: alot of the ships are kinda repetitious (I'll lean more to B5 "canon" and less toward the SEIV community aesthetics here). Should be able to get several done. should be able to do frigate, destroyer, carrier and a transport or two...maybe a base...depends...

oops, seems I did some of these (well place-holders maybe) already. I'll make some semi-canon ones tonite and send you those. I'll give the B5 name and class and let you figger out what that is in SEIV terms http://forum.shrapnelgames.com/images/icons/icon12.gif

I have also gotten started on Pak'ma'ra...

[ October 04, 2002, 23:15: Message edited by: pathfinder ]

Nomor October 5th, 2002 12:50 AM

Re: Babylon 5 Mod
 
Pathfinder: RE: Pak'ma'ra...

http://trade.mahasamatman.com/B5/Ima...e/Gallery/?034 Pak' ma' ra' ship

http://b5ccg.mahasamatman.com/GreatWar/Gallery/?324 Pak' ma' ra' Transport

These links take you to the only pictures of Pak' ma' ra' ships from the B5 show that I've come across. The 1st is at the center of a Drakh raid but gives you some idea for design work. Hope this helps. http://forum.shrapnelgames.com/images/icons/icon7.gif

All: As to other generic or LNAW ships would it not be acceptable to use the Dilgar ship as I'm sure some must have been captured and either refitted or reverse engineered? You know the fat yellow carrier type?

[ October 05, 2002, 00:07: Message edited by: Nomor ]

Fyron October 5th, 2002 02:40 AM

Re: Babylon 5 Mod
 
I forget... is that Version 32 ready yet?

I am going to have Geo go and remove all of the empire files that are uploaded already, since "older" ones wont work. If you made yours in 32, please just re-upload it. Remember, all non-Ancient races will definitely be using 3000 points. The ancient races will have to wait until the vote is concluded.

pathfinder October 5th, 2002 07:26 AM

Re: Babylon 5 Mod
 
Nomor: Thanks. I also have some books from Agents of Gaming. They have a number of Pak'Ma'Ra ships. Hopefully, I'll have a better time with these than the Abbai....

Val: Sent a zip of what I have of the Abbai.

Lighthorse October 5th, 2002 09:20 AM

Re: Babylon 5 Mod
 
Val or Pathfinder,

Got an AI research error message when I was playing the B5 1.49.32. It was for the Shadows Alliance. Unknown valve "Emmissive Armor Engineering & Manufacturing."

Lighthorse

Fyron October 5th, 2002 09:44 AM

Re: Babylon 5 Mod
 
The Vorlons definitely need better starting facilities. They need a lot more organics than they get... And, I suspect that this problem plagues the Shadows too.

DrewBlack October 5th, 2002 11:26 AM

Re: Babylon 5 Mod
 
Hi

Where do i pick up the complete mod for this.

pathfinder October 5th, 2002 12:17 PM

Re: Babylon 5 Mod
 
DrewBlack: MOD is in testing, not finished yet.

Ugh...me needs better spill chukker http://forum.shrapnelgames.com/images/icons/icon12.gif Should read "Emissive".....

[ October 05, 2002, 12:30: Message edited by: pathfinder ]

Timstone October 5th, 2002 06:58 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Nomor:
[QB]Pathfinder: RE: Pak'ma'ra...

http://trade.mahasamatman.com/B5/Ima...e/Gallery/?034 Pak' ma' ra' ship

http://b5ccg.mahasamatman.com/GreatWar/Gallery/?324 Pak' ma' ra' Transport

These links take you to the only pictures of Pak' ma' ra' ships from the B5 show that I've come across. The 1st is at the center of a Drakh raid but gives you some idea for design work. Hope this helps. http://forum.shrapnelgames.com/images/icons/icon7.gif [QB]
<font size="2" face="Verdana, Helvetica, sans-serif">These are not Pak'ma'ra ships. Those are shiphulls they bought from other races. The 1st picture is a Drazi shiphull and the second is a Commercial Transport hull. In about a month I receive my first batch of books from AoG, but that will probably be too late.

Nomor: Many thanks for those links. But that link to the 3D model from 3D Max made all my efforts useless. I've taken a look at it, but it is a VERY fine model. I've guessed that the size of that jumpgate (guesstimated from the model and the link to the scale charts) is roughly 1.5 km in diameter and about 2 km in length.

Imperator Fyron: Nice pic, should we adress you as Imperator Kosh now?

[ October 05, 2002, 18:05: Message edited by: Timstone ]

Nomor October 5th, 2002 07:57 PM

Re: Babylon 5 Mod
 
Timestone: You're welcome. I had thought I recognised the Drazi Hull. From my reading of Pak' ma' ra' it would seam that all their vessels would have to be obtained from other races along with most of their technology. This applies to a number of other races such as the Hurr. Most League races only have a few ship types and I suppose we have to believe that they exchanged their ship specialities amongst themselves to fill in gaps on a sort of Lend Lease basis much like the USA giving us Sherman Tanks in WWII. So can we use the Dilgar hull? http://forum.shrapnelgames.com/image...s/confused.gif

The B5ccg cards are taken from episodes of the Crusade and B5 show and do give an idea of the colour schemes used by the Pak' ma'. We are perhaps lucky that many ships are only mentioned in passing so the artists can design what they want and we'll buy it if it looks right. http://forum.shrapnelgames.com/images/icons/icon12.gif So are you still going to do an animation? http://forum.shrapnelgames.com/images/icons/icon6.gif

[ October 05, 2002, 19:04: Message edited by: Nomor ]

pathfinder October 5th, 2002 08:33 PM

Re: Babylon 5 Mod
 
I am in the process of making some Pak'ma'ra (dreadnought IS their design, as are a cruiser and transport...those kinda look alike to me)

Pak'Ma'Ra and Gaim both use a number of Drazi hulss, Gaim also use Centauri hulls...which causes them problems with the Drazi http://forum.shrapnelgames.com/images/icons/icon12.gif

Gaim also salvaged some Markab hulls...

[ October 05, 2002, 23:24: Message edited by: pathfinder ]

Fyron October 5th, 2002 10:37 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Imperator Fyron: Nice pic, should we adress you as Imperator Kosh now?
<font size="2" face="Verdana, Helvetica, sans-serif">Umm... I don't know if I'll respond, but you can do that if you really want to. http://forum.shrapnelgames.com/images/icons/icon10.gif

Edit:
Actually Sergeant, you can call me General Fyron now. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ October 05, 2002, 22:13: Message edited by: Imperator Fyron ]

Fyron October 6th, 2002 03:42 AM

Re: Babylon 5 Mod
 
Hey... medium ancient reactors are still pointless. http://forum.shrapnelgames.com/images/icons/icon9.gif They make a lot less supplies per kiloton than light reactors, cost as many resources per kioloton as light reactors. I thought this had been fixed a long time ago.

pathfinder October 6th, 2002 07:05 AM

Re: Babylon 5 Mod
 
Yeah, I usually just use 2 light reactors (less room taken up and as much if not more power).

Fyron October 6th, 2002 07:26 AM

Re: Babylon 5 Mod
 
1000 less power, but cheaper and smaller.

pathfinder October 6th, 2002 06:54 PM

Re: Babylon 5 Mod
 
Most instances there is an excess of power (unless using larger lasers, plasma?). No need for the bigger reactors/more supplies until larger ships and/or transports/colonizers http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone October 6th, 2002 06:57 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
Actually Sergeant, you can call me General Fyron now. http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Sir, Yes, Sir!

Nomor: Yes, I will TRY to do it. I will ask Val for rules to guide me. Maybe it can be used in the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 06, 2002, 17:59: Message edited by: Timstone ]

Timstone October 6th, 2002 07:43 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Imperator Fyron:
I forget... is that Version 32 ready yet?

I am going to have Geo go and remove all of the empire files that are uploaded already, since "older" ones wont work. If you made yours in 32, please just re-upload it. Remember, all non-Ancient races will definitely be using 3000 points. The ancient races will have to wait until the vote is concluded.

<font size="2" face="Verdana, Helvetica, sans-serif">Okay, is that vote over yet? And with wich Version can I upload my .emp file? Oh, I'm Vree, so I use 3000 points, right?

pathfinder October 6th, 2002 07:55 PM

Re: Babylon 5 Mod
 
Timstone: Yup, Vree are "younger" race.

Fyron October 6th, 2002 09:14 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Most instances there is an excess of power (unless using larger lasers, plasma?). No need for the bigger reactors/more supplies until larger ships and/or transports/colonizers http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">There is never a need for those medium reactors. 3 light reactors make a lot more power.

Lighthorse October 6th, 2002 10:09 PM

Re: Babylon 5 Mod
 
I'm have already uploaded my empire file for 3k for the Narn Regime. I'm hoping that was corrected, 3k for the syandard races and 2k for the ancients.

Lighthorse

Fyron October 6th, 2002 10:11 PM

Re: Babylon 5 Mod
 
Is 1.49.32 out yet? If not, your empire file will be invalid, which is part of the reason why I had them removed in the first place.

The ancients would either have 3000 or 5000 points, not 2000.

Nomor October 7th, 2002 01:15 AM

Re: Babylon 5 Mod
 
All:
Currently playing the 1.49.31a Mod as EA. It would seem that fighters are being made for the Carriers, however, although several Races have declared war with me only one is actively engaged. The LNAW, and all their fighter are being made without reactors. This might explain why I'm cleaning their clocks with my small flight of 30 fighters. http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

The "emmissive" error has been corrected, but I have noticed that the Abbai Race http://forum.shrapnelgames.com/images/icons/icon9.gif keeps coming up with a different race portrait picture each time I enter the game. I don't know if this is a race specific problem or down to the order in which I make contact. Has anyone else had this occur? http://forum.shrapnelgames.com/image...s/rolleyes.gif Reinstalled the whole bang shoot,.. has not corrected it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Time 12.20 AM ... Time for bed.. http://forum.shrapnelgames.com/images/icons/icon6.gif

[ October 07, 2002, 00:20: Message edited by: Nomor ]

pathfinder October 7th, 2002 01:56 AM

Re: Babylon 5 Mod
 
Nomor: I'll check the Abbai, problem is more than likely because they are incomplete. Update: Not sure Nomor, unless them being a "neutral" race is causing some file swapping????

All: I have a placeholder shipset for the Pak'ma'ra if any one wants it. Not much of a modeler *shrug*. Gonna go work on the AI before posting them.

[ October 07, 2002, 01:01: Message edited by: pathfinder ]

Stargrazer October 7th, 2002 02:38 AM

Re: Babylon 5 Mod
 
pathfinder:
Hey, I am Stargrazer, that Jimbob mentioned, and I want to be involved with playing the B5 mod. You put me under Stargazer at pbw, but I jsut registered as Stargrazer. Stargazer is someone else, or you should send me my password http://forum.shrapnelgames.com/images/icons/icon10.gif When does the game start?

Fyron October 7th, 2002 02:42 AM

Re: Babylon 5 Mod
 
Stargrazer:
I am the host of that game. Sorry about that, but I was confused. http://forum.shrapnelgames.com/images/icons/icon12.gif

You are now in the game, controlling the Drazi. You'll have to be the Last placed player though. Go into the game's forum and vote in the Racial Points Vote thread.

[ October 07, 2002, 01:44: Message edited by: Imperator Fyron ]

Stargrazer October 7th, 2002 02:44 AM

Re: Babylon 5 Mod
 
IF
S'alright, I was going through an intermediary. So, just to confirm, I am Stargrazer, playing the Drazi. Thanks

Fyron October 7th, 2002 02:47 AM

Re: Babylon 5 Mod
 
Yep, that's right! Don't forget to vote! http://forum.shrapnelgames.com/images/icons/icon12.gif

To get to the game's forum, go to the game's page on PBW and click on the planet icon in the top right corner (assuming the graphical interface).

pathfinder October 7th, 2002 03:56 AM

Re: Babylon 5 Mod
 
Bah...clicked wrong button and lost the Pak'ma'ra designcreation http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

maybe tommorow night http://forum.shrapnelgames.com/images/icons/blush.gif

Lighthorse October 7th, 2002 04:12 AM

Re: Babylon 5 Mod
 
Imperator Fyron,

Is 1.49.32 out yet? If not, your empire file will be invalid, which is part of the reason why I had them removed in the first place

Damn, I hate that when I jump before looking, sorry. If need be, I will contact PBW Admin again and request him to remove my empire file.
When are we going to kick this game. My Narns are ready.

Val, I have been recording my research in my present game as the Narns. I'm up to fourty-second research item. Do you still want this research list.

Lighthorse

pathfinder October 7th, 2002 04:44 AM

Re: Babylon 5 Mod
 
Whew......I had saved a bit before I messed up. Pakmara AI_designcreation and AI_research are done....

Val October 7th, 2002 05:02 AM

Re: Babylon 5 Mod
 
Lighthorse
If it isn't too much trouble, yes keep track of it and send me a text file if you can, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

IF
Dang, that was something I DID fix, but must have been lost in the great flood... I'll revisit and revise them for the next one.

Nomor
Not a clue, never saw that before (the Abbai thing). I have seen the fighter thing happen before and had fixed it in the generic AI, I will look into it and see (as I am sure PF will as well http://forum.shrapnelgames.com/images/icons/icon12.gif )

PF
Thanks, I'll d/l tonight and add them to slots in the Abbai set. I think the Gaim set also has an old Markab ship in it that I made. The Pak'ma'ra are big on Plasma weapons.

Timstone
The system file below also includes the WPOpen/Close animation I was starting to work on (although right now all it is is an empty jump gate.

All
Do y'all want me to upload a 'basic' shipset for the Abbai, Gaim, Drazi and other incomplete races being used in this game?

I've also uploaded something else I'm working on - B5 Quadrants, Systems & Stellar Ability types. So, now you can make a 'B5 Standard' Quadrant that will have at least one O2 planet in each system, replaces Nebulea with HyperSpace sectors, increases the odds of habitable systems, decreases black holes, HyperSpace (neb), Destroyed Stars, Bi/Tri-Nary Systems. If you are playing the PBW, you can put these in a copy of the mod folder (I have a B5Mod, a B5ModPBW & a B5ModTest folder in my SE IV Folder to keep it from getting mixed up) and check them out.

Systems.zip

Edit - Forgot to mention: the new systems will also give far less of a chance of Ruins starting in a system an Empire may start in.

[ October 07, 2002, 04:08: Message edited by: Val ]

pathfinder October 7th, 2002 05:34 AM

Re: Babylon 5 Mod
 
Ack....also forgot the battleship and fleet pic.

I'll zip and post here (Pak'Ma'Ra set). I also ginned up a new AI_general and AI_designcreation and AI-research for them.

Val: I also e-mailed most of the DOGA files for the Pak'Ma'Ra to you at the B5 email address.

[ October 07, 2002, 04:35: Message edited by: pathfinder ]

pathfinder October 7th, 2002 05:52 AM

Re: Babylon 5 Mod
 
Placeholder Pakmara shipset and some of the AI files (general, design, research, ship-name) for the B5 MOD.

1033962576.zip

Nomor October 8th, 2002 12:45 AM

Re: Babylon 5 Mod
 
Re: Abbai Portrait glitch. I had this once with the Drazi on a previous Mod install and forget now how I resolved it. http://forum.shrapnelgames.com/image...s/confused.gif
However it may be relevant to know that I was using the "Quick Start" Version as EA, although I can't see how this matters. It may just be down to a corrupted zip down load http://forum.shrapnelgames.com/images/icons/icon9.gif , as no one else seems to have encountered it? I'll try a fresh download of the minor files. http://forum.shrapnelgames.com/image...s/rolleyes.gif
But Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif

Yes to: Do y'all want me to upload a 'basic' shipset for the Abbai, Gaim, Drazi and other incomplete races being used in this game?

[ October 08, 2002, 00:49: Message edited by: Nomor ]

pathfinder October 8th, 2002 02:02 AM

Re: Babylon 5 Mod
 
Nomor: I just ran into that "swap the race portrait" with Abbai...they have that UGLY Hurr race portrait showing in-game atm...something IS fubar with the neutrals....

TerranC October 8th, 2002 02:10 AM

Re: Babylon 5 Mod
 
what's the status for a finished Version or at least a working gold Version?

Nomor October 8th, 2002 02:19 AM

Re: Babylon 5 Mod
 
PF: Yippee... I mean glad I'm not alone. http://forum.shrapnelgames.com/images/icons/icon12.gif I've had Markab, Llort, and Hurr as Abbai.

Val: 2x Elric's coming your way via usual channels http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks for link.

[ October 08, 2002, 01:56: Message edited by: Nomor ]

pathfinder October 8th, 2002 02:33 AM

Re: Babylon 5 Mod
 
Terran C: Gold can work, just takes some work via adding appropriate lines to AI_fleet and AI_settings files. After loading the latest Version of 1.49 (1.49.31) B5 MOD (found in Vals sig). There is a bit of a tutorial on how to do that (same as any other 1.49 to Gold conVersion.

As for "official" Gold B5...a ways off yet (no I do NOT have a clue as to HOW long).

Update: hehe, having fun with Abbai. Just finished a place-holder shipset for them http://forum.shrapnelgames.com/images/icons/icon12.gif

*yawn* This will have to do for the Abbai:

Abbai B5 placeholder racestyle/shipset.

1034052611.zip

[ October 08, 2002, 05:52: Message edited by: pathfinder ]

pathfinder October 8th, 2002 06:59 AM

Re: Babylon 5 Mod
 
Val: Emailed ya the Abbai stuff.

AGoetz October 8th, 2002 08:14 AM

Re: Babylon 5 Mod
 
Does anyone have a rough idea on when the .32 files will be ready and the game will start?


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