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

Timstone October 12th, 2002 01:03 AM

Re: Babylon 5 Mod
 
Ouch, that must hurt. Well, keep trying mister, they eventually collapse.

Val: I'm rebalancing the reactors. I'll send it to you when it is done, should be within the next 3 hours. Tell me what you think of the new balances (when you got them).

pathfinder October 12th, 2002 01:25 AM

Re: Babylon 5 Mod
 
Timstone: I did not give any bonuses and only medium difficulty to the AI plus used "only" 200 vetern rated infantry (thinking I didn't want to be too "bad"...HA!)...never again, especially against the Grome...600-700 elite rated infantry III with best weapon & body armor http://forum.shrapnelgames.com/images/icons/icon12.gif plus ground support (tanks!) are what MIGHT take those buggers out...

Hehe, ask the Narn about invading the Gaim Homeworld http://forum.shrapnelgames.com/images/icons/icon12.gif

Val: I should finish the Gaim tonight...or what I am doing to fill-the-gaps...weapon platforms, re-do of battlecruiser, battleship, cruiser, light cruiser, frigate done. Also added colony ship, escort, satellite, carrier, heavy fighter. have rest of carriers and mines to do. and btw, use or not or re-do as you please ...I just enjoy making them http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 11, 2002, 13:07: Message edited by: pathfinder ]

pathfinder October 12th, 2002 01:33 AM

Re: Babylon 5 Mod
 
Question since this is neostandard shipset: what is the nameing convention if I want to do a variant as say heavy destroyer or scout?

pathfinder October 12th, 2002 02:31 AM

Re: Babylon 5 Mod
 
Hmmm....Da path ponders...

Drazi or Hurr? Lort? next...

Nomor October 12th, 2002 02:57 AM

Re: Babylon 5 Mod
 
Val: found a Homunculus. Done some more bmp's. will send asap. http://forum.shrapnelgames.com/images/icons/icon6.gif ..and Shadow Central...
and Places of Power. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 12, 2002, 04:14: Message edited by: Nomor ]

killer October 12th, 2002 07:38 AM

Re: Babylon 5 Mod
 
Anyone.
Is there an upgrade for the B5 mod for SEIV gold out yet?

killer out

pathfinder October 12th, 2002 03:43 PM

Re: Babylon 5 Mod
 
Killer: Nope, no upgrade for the Gold (aka PDF's).

Timstone October 12th, 2002 06:56 PM

Re: Babylon 5 Mod
 
Val: What do you think of the reactor changes? Please, tell me. Which one are you going to use (or stay with the old ones)?

pathfinder October 12th, 2002 08:44 PM

Re: Babylon 5 Mod
 
Val: Me like them purty, new event pics. Ah STILL detest the events but them pictures is purty http://forum.shrapnelgames.com/images/icons/icon12.gif

killer October 13th, 2002 12:32 AM

Re: Babylon 5 Mod
 
Grrrrrr! http://forum.shrapnelgames.com/images/icons/icon8.gif

Nomor October 13th, 2002 09:42 AM

Re: Babylon 5 Mod
 
Val: You have Mail http://forum.shrapnelgames.com/images/icons/tongue.gif .... http://forum.shrapnelgames.com/images/icons/shock.gif Zzzzzz

[ October 13, 2002, 08:55: Message edited by: Nomor ]

Nomor October 13th, 2002 09:33 PM

Re: Babylon 5 Mod
 
Val: Your b5mod@yahoo.com account is over quota. http://forum.shrapnelgames.com/images/icons/shock.gif
Some of my zips have failed? http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

mlmbd October 13th, 2002 11:15 PM

Re: Babylon 5 Mod
 
Numor,

mine isn't, just e-mail away!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/shock.gif

pathfinder October 14th, 2002 04:26 AM

Re: Babylon 5 Mod
 
What Color scheme (simple one) for the Llort?

Tried my hand with the Brakiri *shudder* http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif can't get the curves right http://forum.shrapnelgames.com/images/icons/icon9.gif

Got something together for the Gaim and Drazi....

The Hurr, very few models available...so probably only a coupla uniques, rest will be from generic set... Markab have more but again no full set...

[ October 14, 2002, 03:29: Message edited by: pathfinder ]

pathfinder October 14th, 2002 07:26 PM

Re: Babylon 5 Mod
 
Rats...just when things are getting interesting an RCE by the EA....guess I step up to testing and see what the heck Sheridan and crew are up to http://forum.shrapnelgames.com/images/icons/icon12.gif

Val October 14th, 2002 07:43 PM

Re: Babylon 5 Mod
 
Nomor
Sorry 'bout the mailbox filling up, left for PA on Friday to start moving some stuff back home and only just got back this morning (and straight back to work). I will d/l it all tonight and clean out the box. Between you and PF the box fills pretty quick http://forum.shrapnelgames.com/images/icons/icon7.gif

Timstone
I saw the E*Mail just before I left on Friday and printed it out to read while stuck in traffic, but the rainstorm kept me awfully busy http://forum.shrapnelgames.com/images/icons/icon12.gif I did look at it over the weekend, and think I'll be using some of it and adjusting the current costs and values. The whole problem was that originally it was designed totally differently but then not enough power was being generated, so I went back and upped most of the values, though I did some incorrectly. I will fix!

Killer
Sorry, work has had me a little too busy as of late. The really good news though is that we are getting very close to a finished product and will then go Gold.

All
I've got Raider facilities and a bunch of components, they have tested pretty well so far. I am working on the nomadic ships in the Data folder and also the ShagToth and Technomage special facilities for the game as well. Made an adjustment to the settings that makes long range combat a little more viable too.

I have a LOT of stuff in my mailbox, plus doing the once over on the three new races (or is it 4) to get ready to post a new ShipSet update.

Glad y'all like what you see so far and thank you to everyone who has been helping!!! The influx of ideas and graphics have helped to get this mod moving again!

pathfinder October 14th, 2002 08:03 PM

Re: Babylon 5 Mod
 
RCE (I thimk) is due to an escort carrier (damaged by damaging warp point) doing something in a black hole sector (not sure what, RCE locks b4 I can do any thing).

Val: Once ya get that e-mail box thingy clear, ah got that RCE save game to send plus mebbe some more ships http://forum.shrapnelgames.com/images/icons/icon12.gif . *scratches haid* what race ships have I sent ya so far...me kinda fergits http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Found I can kinda do the Minbari (except Sharlin) or at least some of them...

also except for the Avioki (sp?) and related ships I can do some of the Brakiri...and re-did the satellite a bit

I also re-did the Pak'Ma'Ra spacestation/battlestation/starbase model....more like the Ursh'tal'u now

[ October 14, 2002, 22:39: Message edited by: pathfinder ]

AGoetz October 15th, 2002 01:04 AM

Re: Babylon 5 Mod
 
I've got a RCE that I can't track down - what would be the best address to send the save to?

Val October 15th, 2002 01:44 AM

Re: Babylon 5 Mod
 
AGoetz
Post it here or send to b5mod@yahoo.com, though wait a little bit I am just downloading all the data from the box to make room http://forum.shrapnelgames.com/images/icons/icon12.gif

PF
Raiders, Abbai, Gaim, Pak'ma'ra, Drazi - I think that's it http://forum.shrapnelgames.com/images/icons/icon7.gif

AGoetz October 15th, 2002 02:37 AM

Re: Babylon 5 Mod
 
Will do when I get home - so no rush on emptying that mail box.

pathfinder October 15th, 2002 03:25 AM

Re: Babylon 5 Mod
 
Val: ah....guess I need to send ya the Llort DOGA stuff, tommorow maybe? and BTW what the heck is their color schemme? I threw (up) a Narn hull thingy with a bump-map on them...hehe, looks like something the cat barfed up http://forum.shrapnelgames.com/images/icons/icon12.gif

Val October 15th, 2002 03:29 AM

Re: Babylon 5 Mod
 
Ha, can't wait to see it. Not sure of colors for the Llort. I like the Drazi, just have to adjust the color scheme a little.

Nomor October 15th, 2002 04:06 AM

Re: Babylon 5 Mod
 
Val: You should have more mail http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder October 15th, 2002 04:21 AM

Re: Babylon 5 Mod
 
and more (Llort and RCE .gam) sent http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

hehe, and Val's e-mail runneth over http://forum.shrapnelgames.com/images/icons/shock.gif

Val October 15th, 2002 04:38 AM

Re: Babylon 5 Mod
 
and emptied as quickly!

Nice work guys http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse October 15th, 2002 04:49 AM

Re: Babylon 5 Mod
 
Val

Send you an email with attached Narn Research list.
The Narn's Pulsar Mine need a picture and a description to go with it.
I missed designing a space yard with civilian ship maintenance reduction of 90%. They were taking in 500 minials a turn when they weren't producing, but I agree why it should be corrected. By turn 50, I had sixty yards at full production with another thirty yards adding 15K of mineral into the bank. Look mom, no hands, but hereee 15K in minerals.
Oh Well, got to it the hard way now.

Pathfinder, I send you a private message two weeks ago.

Lighthorse

[ October 15, 2002, 03:52: Message edited by: Lighthorse ]

AGoetz October 15th, 2002 06:38 AM

Re: Babylon 5 Mod
 
Yeah, I noticed the loss of the Civilian/Corporate(anybody ever build a Corporate?)/Military modifiers to bases. I was going to have two copies of every base, one Civilian, one Military. With only 1 component difference, the Retrofit cost and repair time wouldn't have been a problem.

The enemy is approaching Sol III - the military is authorised to take control of all Orbital Facilites now!

pathfinder October 15th, 2002 12:14 PM

Re: Babylon 5 Mod
 
A PM? uhm...???

How? where? no notice??!!

Jeeeezzzz.......read and PM'd back Lighthorse.

Is there some kind of notice that ya have a PM (I do not normally check my profile thingy)?

Yeah, I noticed that loss AGoetz...wondered what the heck?!

[ October 15, 2002, 12:11: Message edited by: pathfinder ]

Val October 15th, 2002 06:03 PM

Re: Babylon 5 Mod
 
The Civ/Corp/Mil comp on the bases wasn't working as I intended, I am trying out a different component (same family and all for AI purposes) but for bases only. Also adding raider, nomad and other ones.

Jamorobo October 15th, 2002 09:22 PM

Re: Babylon 5 Mod
 
Well i've started up a new game as EA (what's new there then http://forum.shrapnelgames.com/images/icons/icon10.gif ) with 3 planets to start with and it's now turn 110. I've had a look at the main races and this is what i've found....

1. Abbai are researching Gas colonisation i'm not sure but i don't think they should be researching this till Last! They are however doing quite well against the narns at the mo as they started about 2 sectors away from each other and have been battling each other from the start http://forum.shrapnelgames.com/images/icons/icon7.gif

2. The narns are not using their race specific weapons. They have enery mines up to level 3 and ion torpedos up to level 7 but they are still happy to use Light laser cannon 2's on their main ships insted???????

3. A general thing about the ai research is that they do not buy weapons quickly, this includes the "general light weapons" etc research so twenty turns in i'm zooming around with killer particle weapons while there still using light bLast cannons. Oh also there not researching combat support over level 1, they are fine with sensors but only go up to level 1 with ECM's.

4. I'm seeing alot of fighter-less carriers flying around.

5. Val- Please, you need to sort out Pulse weapons as they are too costly to research compared to laser weapons and arn't as good overall.

6. Is there anyway to get more than 7 main races in a game when selecting "high" amount of random cpu players.

The babylon 5 setting for the galaxy is very good. Overall the Ai is good, it's just a shame the shadows + vorlons can't do much when played by computer players http://forum.shrapnelgames.com/images/icons/icon9.gif

Well i think thats about it, i'll see if i can find anything else.

Suicide Junkie October 15th, 2002 10:01 PM

Re: Babylon 5 Mod
 
Quote:

6. Is there anyway to get more than 7 main races in a game when selecting "high" amount of random cpu players.
<font size="2" face="Verdana, Helvetica, sans-serif">Settings.txt has entries which define the maximum and minimum number of races for each Category (high, medium, low)

pathfinder October 15th, 2002 11:36 PM

Re: Babylon 5 Mod
 
Jamorobo: I'll check the Abbai and make sure I pulled all the gas colonization entries out of the Abbai AI_research file. What ships (destroyer, frigate, scout, ??) are using the lasers. Either I missed an entry in the designcreation OR they haven't researched the weapon I chose for that ship-size and are using #2 or #3 choice in AI_designcreation.

No Abbai gas colony research in the file...hmmm...

http://forum.shrapnelgames.com/images/icons/blush.gif Oops...designcreation only has the Narn using lasers........DOH!

[ October 16, 2002, 00:51: Message edited by: pathfinder ]

Val October 15th, 2002 11:44 PM

Re: Babylon 5 Mod
 
I am actually revising the Gas Giant colonies in a big way, instead of actually settling the planet, you will create a gas giant orbital colony that will be much smaller compared to the current gas giants. But, yeah, I don't really think any race should be researching it that early in the game.

Glad the Abbai are holding their own, they should be a mostly defensive AI when they are totally done.

I just got a Narn play-by-play research plan that will become the Narn research queue and we'll make adjustments for the weapons.

We could more combat orient the ai, what does everyone else think?

I thought the empty carrier syndrome was solved?

I am actually working on the pulse and the combination las/pulse stuff, it's just a bit tedious trying to compare it all out and balance it, sorry:(

Glad the galaxy settings are good, I appreciate the feedback, wasn't sure how that would work for people. Have you encountered a Hyperspace sector yet?

The Shadow/Vorlon (or any Ancient) races will get a big boost with the new Ancient Facilities I am working on for the next release. That should give the AI a bonus. I am actually surprised to hear they have done so poorly in your game, in the few tests I ran into them, the Shadows ripped my ships to shreds, I didn't even want to go try to take their world!!!

pathfinder October 15th, 2002 11:48 PM

Re: Babylon 5 Mod
 
Val: Unfortuneately, I also ran into the "empty carrier" syndrome in my Last game (EA particularly). Thought it was gone but not so. I'll experiment and look at the TDM EA to see what value(s) is used there...

and no hyperspace sector yet http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 15, 2002, 22:54: Message edited by: pathfinder ]

Val October 15th, 2002 11:54 PM

Re: Babylon 5 Mod
 
Thanks!

I know the 'original' B5 AI I posted way way back had working carriers, I'll see what I did there, if I can find 'em.

AGoetz October 16th, 2002 01:24 AM

Re: Babylon 5 Mod
 
Quote:

Have you encountered a Hyperspace sector yet?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes. Hyperspace Sector 1, 2, 3 are (as far as I can tell) pretty similar to a standard Nebula in terms of their effects. Hyperspace Sector 4 (the turbulent one) however is something I'm going to hate transversing. Is it just me, or do single ships fair better in one of these than fleets? (I've ships in one that stopped from damage, but no component actually destroyed, while I've had fleets that took damage on every move and usually lost components).

Fyron October 16th, 2002 01:31 AM

Re: Babylon 5 Mod
 
If the damage is randomly assigned to a component with more structure (hit points) than the system does damage to it, then the damage is ignored. So, say you have a ship with a component with 50 hit points, and the system does 40 damage. If the game randomly selects that 50 HP compnent to be damaged, then the 40 damage does nothing, because ships do not store partial component damage out of combat. Hope that makes sense...

pathfinder October 16th, 2002 01:50 AM

Re: Babylon 5 Mod
 
Running a quick game as EA with full AI less resupply. 1st Badger escort carrier has 64 light fighters/kamikazes on board (using Last 1.49 TDM EA AI_Construction_vehicles file). *shrug*

Val October 16th, 2002 02:11 AM

Re: Babylon 5 Mod
 
The first three are pretty much like Nebulea, though I think I raised the cloak level in the one to be a bit higher.

I had originally made #2 turbulant as well with random movement in it, but that was frustrating in the early game. Maybe I will put that back in. I was also adding 'blank' storms that will appear in the Hyperspace sectors to create random pools of instability.

I made another major adjustment, this time to Gas Giants & Colonies. They are a bit easier to research now, but don't yield the massive facility/cargo abundance that standard SE IV gives you. Instead you research orbital colonies which are more on par with Tiny and Small Class planets. They use the planet's atmosphere to recycle the Colony atmosphere, so 'domed' gas giant colonies around non-compatible atmosphere types for your race need more LS systems, hence the less space for facilities or ability to support a larger population. I have new pics for all the Colonies as well.

[ October 16, 2002, 01:19: Message edited by: Val ]

Val October 16th, 2002 02:16 AM

Re: Babylon 5 Mod
 
I remember a while back there were a few people and mods that made universal colonizers that had all three colony modules in one. Did this have to be put before the other three individual ones or after to make it work?

Fyron October 16th, 2002 02:21 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
I remember a while back there were a few people and mods that made universal colonizers that had all three colony modules in one. Did this have to be put before the other three individual ones or after to make it work?
<font size="2" face="Verdana, Helvetica, sans-serif">If placed after them, then every empire gets the universal colony mod tech at the start of the game. If placed before them, then everyone gets the correct colony techs to start with, but the AIs will never use them.

Val October 16th, 2002 02:23 AM

Re: Babylon 5 Mod
 
If I place it after and make the requirement a different tech (such as Universal Colonizer), then all races will use it once it is discovered and researched?

Fyron October 16th, 2002 03:30 AM

Re: Babylon 5 Mod
 
Yes, but they will also start with it. The game assigns colony techs in an odd manner, using the tech req of the lowest listed colony module with the approporiate colony ability to the appropriate races.

Val October 16th, 2002 03:34 AM

Re: Babylon 5 Mod
 
Even if the tech isn't available?

pathfinder October 16th, 2002 04:03 AM

Re: Babylon 5 Mod
 
*sneaks in quickly* Narn AI_designcreation re-done. Though they DO use a lot of lasers http://forum.shrapnelgames.com/images/icons/icon12.gif

http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

methinks the carrier/fighter problem may have been me... on examination the AI_construction_vehicles file looks like I (seem to remember doing it) used the default/neutral file to base the main races on as I worked on them....DOH! http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif (they are kinda neutered so to speak in that area)

I guess I need input on which races are heavy fighter Users and which ones aren't (Pak'ma'ra arne't big Users for example, EA are...)

[ October 16, 2002, 03:16: Message edited by: pathfinder ]

Lighthorse October 16th, 2002 05:12 AM

Re: Babylon 5 Mod
 
Val,

We could more combat orient the ai, what does everyone else think?

1.49.32 B5 mod, the computer races are easy prey to an agressive human race at present. Just push aside they ships and drop some armor troops on they homeworld and you just double the size of your empire. I will target the closest two to three AI homeworlds for a fast roll over by turn seventy or so. After that there no stopping an empire that three to four time larger than anyone either. The Last installment of B5 1.49.32 have the AI placing weapon platforms on they homeworld filled with point defense weapons. That didn't slow down my invasion at all. Just dropped in the Storm Troopers from troop transports.
The AI needs to be balance between a strong military force, strong econony with 15 to 20 space yards, a fast track research that centers on mostly weapons, and Lastly but a most important, is that the AI must be expanding into the surrounding systems right off from the start of the game as fast as possible. After colonize each planet, the first item that should be build is a weapon platform with the longest range weapon against spaceship the AI has, and a few point defense weapons to fill it out. Ai must keep on expanding, digging in as it expands, and with its mobile fleets in mothball waiting to counter any threats to it frontier and protect it homeworld from any threat.

That my two cents worth on what needed to improve the AI.

Also is there any other B5 races that you want to play test with and send you a detail research list for? I not a programmer, but I enjoy wargaming B5 over and over again.

Lighthorse

[ October 16, 2002, 04:15: Message edited by: Lighthorse ]

AGoetz October 16th, 2002 05:26 AM

Re: Babylon 5 Mod
 
Hmm, Sounds like I've got to get a lot more expansionistic. I tend to take a couple of systems, park fleets on every jump point out and then tech.

A comment re Weapon Platforms. Imagine a high tech Vorlon or Shadow Player. Large Weapon Platforms mounting their massive guns with high rate of fire and range. Now just what are you going to escort those troop transports with - how many sacrifical ships will you deploy just so that the weapon platorms don't target your troop transports... (At which point the Ancient player changes the targetting priority to Unarmed first or some such thing http://forum.shrapnelgames.com/images/icons/icon7.gif )

Lighthorse October 16th, 2002 05:45 AM

Re: Babylon 5 Mod
 
AGoetz,

The Ai needs to expand until it hits up again another empire, build a strong fleet, etc., etc, to off set its weakest in the thinking department. The other point I should have stated is the AI should push out picket ships to protest its outer border. AI should allied with other AI races to assist each other against the humans. Lastly never allow any human player to enter an AI terriory without a fight. Human can't be trusted.

Lighthorse

AGoetz October 16th, 2002 05:53 AM

Re: Babylon 5 Mod
 
Make no mistake, the AI does build some numerous forces. Maybe not how I would of designed them, but they always have more mobile hulls than me. It's just that these hulls are usually parked over some backwater world when my specifically constructed assualt fleets come a-knocking.

Largest force I've seen the AI throw through a jump point at me in B5Mod - 30 ships. Largest AI force I've seen latley when switching to them in order to cut down some of their ships to prevent RCE from too many ships in one sector - 70+ (mostly Heavy Cruisers), and that wasn't over a planet either.

pathfinder October 16th, 2002 12:17 PM

Re: Babylon 5 Mod
 
Lighthorse: the only item that I personnally know how to implement is the research weapons sooner bit. Thaat could be done. not in my abilities on the other items unfortunately.


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