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Re: Babylon 5 Mod
I must be smoking something, I have not yet posted 1.49.32.
But, the adjustments to 1.49.32 will be pretty much graphics, so we should be able to forge ahead without any issues. [ October 09, 2002, 00:55: Message edited by: Val ] |
Re: Babylon 5 Mod
Hey, I'm from Holland, I could supply you with some pot if you'd like that. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
Val
Have the infantry and ground support vehicle morale Ratings been changed yet? If not, wouldn't it be better if morale was researched for each level. Everyone starts with militia grade infantry. Researching (ie training ) can increase infantry morale level, increase type of weapons and armor that could be use for either infantry and ground support. There would be five to six levels of research before one would reach elite grade. I'm also rechecking the research list for the Narn Regime with 1.49.31/B5 mod, given all the additional research changes, should be done within a week or so. Lighthorse [ October 10, 2002, 02:56: Message edited by: Lighthorse ] |
Re: Babylon 5 Mod
On the subject of Infantry and Vehicles - which are better for various purposes?
Would 75 Infantry equipped with Elite Infantry Matter Guns and Light Armor defeat 6 Heavy Vehicles equipped with Elite Versions of your preferred fighter weapon and armor to fill the gaps (I think I got the total tonnage to match)? Which would improve morale on a planet more? Under the current system - why would you build anything other than Elite troops? |
Re: Babylon 5 Mod
AGoetz: IMHO it isn't the morale of the planet so much but the sudden inlux of elite barbarians (ie enemy GROPOS) that is the problem...the ground support vehicles do help with that aspect of the game alot! they seem (not that I looked that hard at it) to be no difference in the planet morale boost part...
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Re: Babylon 5 Mod
Yeah, I do want to link troop experience/training to research. I thought in Gold there was a way to link Mounts to tech level researched, yes? That was the original goal of that. Plus, the Elites are a bit more on the expensive side, if you want to throw bodies on a backwater world, militia will often do.
All that being said, I do expect infantry / vehicles to be going through a MAJOR overhaul. I just ordered the B5 Gropos (discontinued) game, which has weapons for the major race's ground troops and vehicles. I'll be using that the same way I used AoG's B5 Wars Ship books to make a balanced system of weapons based on their 'cannon' (excuse the pun) material. I will also redo the research (as proposed) so that you will need to research levels of tech for the various areas, not just weapons and armor and vehicle sizes. I will also try to find creative ways to use the current combat system to our advantage. - like, I wonder if I gave certain troop types the 'armor' ability would they be hit first in the group, or does it just apply to the stack or what? Also, maybe give AA guns the 'Damage Engine' (or some other type) ability and make all flyers have their component include the engine statistic. This way AA guns will take out the ground troop's support flyers first. What do y'all think? |
Re: Babylon 5 Mod
Val: The Pak-redo looks great! As for the infantry rules...better thee than me trying to untangle the abilities and such *shudder*. Would be nice though....
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Re: Babylon 5 Mod
PF
Glad you like what you see so far, though all I really did was take your DoGA files and do a little recolour job, along with a few perspective changes. Also added those outrider pods to the colony ship (as most other vessels had something of the sort. I never realized how similar their ships are to the Hyach! I'll send the finished products to you for your approval, then do the same with the Abbai. As you already did all the hard work, this is going much quicker;) Did you get the Gropos stuff in your B5 AoG library? |
Re: Babylon 5 Mod
The next patch is going to be a bit on the large side, Simon sent me some incredible BMPs fpr various events, intel and facilities. Then there are the new shipsets coming for the Abbai and Pak'ma'ra (thanks to PF), some new components and system graphics (possibly a jumpgate animation that Timstone is working on as well) The facilities will be getting a mini face lift and the Ancients will finally be getting their own! (Technomages and Soul Hunters will have their own special facilities as well, Place of Power and Whisper Gallery - respectively speaking. Simon, got anything good for a Technomage Place of Power?). I am also working on some of the unique tech area components.
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Re: Babylon 5 Mod
Sorry, Last post for now -
Quick question for everyone, would y'all prefer I just post what I have so far for 1.49.32 before we start the PBW (and hold the extra graphics until the .33 patch) or do you want me to wait to finish with all the graphics and post it together? The one big advantage of the .32 is that Fyron can use the new B5 Standard quadrant to produce a B5 race friendly galaxy (since almost all races are O2 rock worlders). The other advantage is a few minor changes in the facilities - such as removing the construction ability from the colony and homeworld hubs so the Space Yards work properly (though it is still part of a manufacturing hub). Also fixed a few typos and suchnot. Let me know http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
How long would it be before the graphics would be ready?
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Re: Babylon 5 Mod
I've been trying .31 with as many of the races put into the active directory as will currently work, no neutral players, hardest AI, highest AI boost.
As soon as I put Ship Capture components on my ships I become effectively unbeatable (went up 12 tech levels in one turn from analysing ships). What, apart from the security component, protects from boarding parties? Also : Val just got your email. I wouldn't mind getting .32 as it currently is so that I can try the changes you've put in it. As long as the map generator does leave some Hydrogen worlds for the Gaim I'll be happy (might even have to co-exist with others - http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
Re: Babylon 5 Mod
Self Destruct Devices work wonders. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
Ship capture is a good way to get techs, but the only real ways to defend (that I know of) is Security stations, self destruct and knocking you out of the air before you get close enough. The Gaim are insane boarders!
The graphics will take some time (as I will be driving back to PA this weekend to drop some stuff off at home), but can be easily updated and added in without much impact on the game in progress. |
Re: Babylon 5 Mod
This is what is done in the current patch so far:
1.49.32 - Fixed typos in Racial Text and Tech Areas. Added details to Technomage General file. Added 4 HyperSpace System Pics (128x128, 1024x768 & 800X600). Fixed a few minor AI errors. Added new Quadrant and System types (B5 Standard) that are geared towards the mod. Fixed error in VehicleDesign file. Added preliminary open/close jump gate sequences. Added new specialty Gaim components, new Crew Quarters for the major races (art to follow). Added special self destruct for Ancients and Technomagi. |
Re: Babylon 5 Mod
Graphics in process -
Pak'ma'ra, Gaim and Abbai shipsets. Components (including the infamous Molecular Pulsar). Facilities (many of these). Event and Intel Pics (a bunch of these as well). More changes to interface. Space Station (based on Ring/Sphereworld idea). Maybe add a few more special systems pics (like Hyperspace) Jump Gate open/close animation. I think that's it http://forum.shrapnelgames.com/images/icons/icon7.gif Any requests? [ October 10, 2002, 07:54: Message edited by: Val ] |
Re: Babylon 5 Mod
Data file adjustments in progress:
Facilities - Ancient/Racial specific, Unique specific and Atmospheric modifiers. More racial unique components (eg: Gaim Bulkheads, Abbai Shields and Hyach Targeting CPUs). Crew components (eg: Chief Technician). Space Stations based on Ringworld/Sphereworld concept, so you can put facilities on them. More ship Enhancement components. More Intel projects (including Covert Support). More Events (Zathras needs an event for himself, and I need a Zathras pic if Simon is lurking). Gravitic weapons (mostly Brakiri). Add at least one basic weapon in each class so races get at least something for their research. Changing the VehicleText to include Prototype and Advanced ship designs. Shadow/Vorlon assisted tech ships. Make the Nomadic races usable. Drakh race. Add in the other unique techs. Fix Ancient Mid range Engines. Fighter weapons (will be modded as we see how bad/good the current ones are in the test). Complete Infantry/Troops revision. Continued upgrade of AI. Continued updates of General description files. Was also thinking about adding a 'mini' planet with a wrecked ship pic to use as a randomly placed derelict ship that you can 'colonize' (ie: send a scientific research team) to get tech. It just won't be able to hold any facilities. It would be like a ruins planet but have a spaceship pic instead. Did I miss anything? Any requests here? [ October 10, 2002, 07:58: Message edited by: Val ] |
Re: Babylon 5 Mod
Ancient medium (and maybe heavy) reactors.
Are the "Ancient Ship" components supposed to be allowable on bases? Cause I can put them on a base and get negative maintanence costs. I don't know if that is a feature or an oversight. |
Re: Babylon 5 Mod
Initially an oversite, but left in for now as a means of letting the Ancients generate more resources. We'll see if it works http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Jumpgate: Under construction. A bit delayed, coz I have to do my homework like a good boy. http://forum.shrapnelgames.com/image...s/rolleyes.gif
Armor: Why is heavy armor better than light armor. The way I see it is that heavy armor is inferior to light armor. Why? Well, light Armor has more armor per tonnage than heavy armor. Reactor: Everything larger that light reactor (doesn't matter wich type) sucks big time. Why? The light reactors have the highest energy output per tonnage. Isn't this all wrong, that way the larger reactors become completely useless. More reasearch for worse reactors. |
Re: Babylon 5 Mod
Val, RE AoG: Yeah, really like the books. The Drazi will be SOOoooo easy now that I did a Gaim ship (bought or salvaged from the Drazi). Seems the Drazi have basically 1-2 ship styles. Gaim should should be done this week-end with Drazi very close behind.
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Re: Babylon 5 Mod
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If you design two otherwise equal ships, and put heavy armor on one, and light armor on the other, the light ship you can see the difference. The light ship has 6000 hitpoints, and the heavy ship has 4000 hitpoints. But, the heavy ship wins 2/3rds or more of the time. Why? The light ship's armor is breached more often, it loses its weapons, and proceeds to be beaten into a pulp. Also, the heavy armor is much easier to repair after combat, since you need much fewer components to protect a ship. |
Re: Babylon 5 Mod
PF
Yeah, I have a few DoGA Gaim ships that I did for their Neutral shipset, plus I have their Centauri and EA hulls. I also have the color sets for DoGA already, so once you send me the DoGA files it will be easy to bring them in http://forum.shrapnelgames.com/images/icons/icon7.gif The books are a big big help! Timstone Reactors - I think there is a natural progression, each progressively larger Reactor should be better. I will recheck all reactors, I had only heard of the Ancients having an issue with reactors, I thought the others were ok (a balanced progression). Homework should always come first http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 10, 2002, 18:12: Message edited by: Val ] |
Re: Babylon 5 Mod
Quote:
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Re: Babylon 5 Mod
hmmm, maybe not http://forum.shrapnelgames.com/images/icons/icon12.gif OR maybe we make ancient starbases more expensive to build so there is more of a comitment in resources to then create resources? Or make a dedicated type for it. Opinions? Could do this for all races, just make the values different.
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Re: Babylon 5 Mod
So, question still remains, should I post 1.49.32 patch now or not? It does work with all current 1.49.31 empires.
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Re: Babylon 5 Mod
Post the .32 now, then we start with our conquest of the galaxy the Babylon 5 way!
If I can find time for it, I will make the animation tomorrow. I don't mind if it isn't in the .32 release. There will always be .33. http://forum.shrapnelgames.com/images/icons/icon10.gif SJ: Thanks for the clearification. [ October 10, 2002, 21:12: Message edited by: Timstone ] |
Re: Babylon 5 Mod
Re: Armor.
Another strategy for combat would be to build a few light armor ships, or ones that have extreme structural reinforcement. That way, your enemies may get distracted, and keep pumping round after round of plasma, missiles and various other implements of destruction into the decoy hulk while your real warships dig into their flank! |
Re: Babylon 5 Mod
"That way, your enemies may get distracted, and keep pumping round after round of plasma, missiles and various other implements of destruction into the decoy hulk while your real warships dig into their flank!"
This is where the "damage percent" strategy comes in handy. Phoenix-D |
Re: Babylon 5 Mod
Yep, but then, if they lower the damage percent too far in order to deal with your decoys, they might not actually disable your warships before they switch targets http://forum.shrapnelgames.com/images/icons/icon10.gif
In any event, there are bound to be lots of cripples on the winning side, which is a very nice effect. |
Re: Babylon 5 Mod
Quote:
Oh have you done anything to the pulse weapon tech as before it was kind of not as good as laser tech and it takes more research. (laser weapons need physics 2 and laser weapons tech, Pulse weapons need physics 2, particle AND pulse tech). Also pulse weapons take more room. BUT do have one less reload time (3 compared with laser's 4). Just what i've noticed as an avid Earth Alliance goodie goodie. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
I'll lower the Combo laser/pulse weapon weights (as I originally intended) but the upkeep/maint will be statying the same or increasing (they are described as very high Maint).
I'll try to post 1.49.32 by tomorrow night. |
Re: Babylon 5 Mod
Val:
So, question is , should send you what I have on Zathras now or should I crop and bmp them first? I have 8 or 9 plus an Alwyn! http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
Alwyn too? Amazing!
Go ahead and bmp/crop to 128x128, it'll save some time. We'll go for the non-letterbox, that has been looking better http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks! |
Re: Babylon 5 Mod
Val: Too late http://forum.shrapnelgames.com/images/icons/icon10.gif already in your mailbox, but let me know...time for bed http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Babylon 5 Mod
Val: Re email.
I have so much spam in my inbox that I accidentally erased your Last email (one of those "see it right as it's deleted" experiences). would you mind sending it again? Thanks |
Re: Babylon 5 Mod
Jimbob
I think I was just asking your opinion on whether to send out 1.49.32 before we started the PBW or not, I think... it is a little late http://forum.shrapnelgames.com/images/icons/icon12.gif All Ok, here is the 1.49.32 update b5modupdate149-32.zip It includes: 1.49.32 - Fixed typos in Racial Text and Tech Areas. Added details to Technomage General file and new Race Portrait. Added 4 HyperSpace System Pics (128x128, 1024x768 & 800X600). Fixed a few minor AI errors. Added new Quadrant and System types (B5 Standard) that are geared towards the mod races, making a more B5 friendly universe. Fixed errors in VehicleDesign file. Added preliminary open/close jump gate sequences. Added new specialty Gaim ship control components, new Crew Quarters for the major races (art to follow). Added special self destruct for Ancients and Technomagi. Added 2 new Unique Ruins Techs (Ancient Atmospheric Adjuster & Unique Ship Type). Added new facility and corresponding tech, Atmospheric Adjuster. Added new Intel project 'Release Contagion' and several new Intel/Event graphics. Atmospheric conVersion takes a long, long time. |
Re: Babylon 5 Mod
I have two things to say so far :
Any race that I'm at war with had better have Security details/Self destructs on their ships - those Gaim boarding parties make normal ones look weak http://forum.shrapnelgames.com/images/icons/icon7.gif I thought that the standard games' 2-3 years to change an atmosphere felt long - 20 years if you have the Ancient Version, 40-60 years without ! http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Babylon 5 Mod
Gaim infantry will be pretty rough too, after the revision. Yeah the Atmosphere conVersion takes quite some time http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
PF: Wow, nice odds, I wich I could handle a computer opponent with those odds. Impressive.
Yeah, I know I'm a biut of a rooky... Val: I mailed you the reactor changes. |
Re: Babylon 5 Mod
Timstone: Hehe, I was the one who got handled...hehe. The darn Grome had allied with the Narn and Minbari and I had to fight my way thru them to get to the Grome planet I had invaded (reinforce the PBI [poor bloody infantry])...was an interesting war...
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Re: Babylon 5 Mod
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So if you are modding, you can use any of the names specified. If you are making a Shipset, create as many as you like, and then my Neoshipsetbuilder can fill in the gaps. |
Re: Babylon 5 Mod
SJ: So if I want to specify a particular model as the Heavy Destroyer it would like: Gaim_Portrait_destroyerheavy?
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Re: Babylon 5 Mod
Yep. Just don't forget the mini http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
Kewl enuf! Thankee suh!
I just may have some modeling fun with a couple of the races, like the Gaim (maybe the EA if ya'll don't mind) [ October 11, 2002, 17:21: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
cool beans with all the updates...but, since i am going to be the raiders in the PBW game, are there going to be any additions to their shipset before the game starts cause they have basically nothin. just wondering. oh ya also i have an idea or 2 about ships u could use for the raiders, old EA ships, and other old ships, like 50 years old designs of the EA's, maybe dilgar war era ships? just to fill in a few larger ship slots. and finally im makin my emp file for the PBW gam and was wonderin what traits i should give the raiders, like are they nomadic or standard? well thats it. wow, i just wanted to ask one question and i just keep on typin...
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Re: Babylon 5 Mod
Canuk, I'll make some up tonight....probably still won't be a full set, but at least there will be more there http://forum.shrapnelgames.com/images/icons/icon12.gif
I'll be using the AoG books to make what I can. For now standard, Nomadic traits aren't finished yet. [ October 11, 2002, 20:23: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PF - Don't worry too much about a 'complete' Raider shipset, their set is going to be a bit more unique (like the Technomage's) in that their progression will be different and not need a full set. If you like, just make the ones in the AoG books and we'll assign them from there.
Nomads are still not quite right, have to do a few more edits. |
Re: Babylon 5 Mod
Ya...I'll email you the DOGA stuff Val. Done what I could, hehe...
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Re: Babylon 5 Mod
Oh bother....now 2 races that are tough to kill off http://forum.shrapnelgames.com/images/icons/tongue.gif Gaim and Grome both are like the weeds in my yard, ya never really get rid of them http://forum.shrapnelgames.com/images/icons/icon12.gif
I tried invading the Grome one time...I never, even after 20 game-years finished that. I had to keep feeding in troops, but always kept a draw in ground combat. |
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