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Re: Babylon 5 Mod
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The Ancients are way overpowered now. They have far supperior weaponpower (as should be), but they also have the same ships the other races have. Combine the two and you have an adversary you really can't get into the grave, not even with a good ally. Because they have no transports, no colonising ability they are slow starters, but when their warmachine gains momentum they are unstoppable. One of their weapons does 360 damage every 2 turns. That's a hell lot of power. You know what. I'll leave them as they are now (no special ships) and when the first release comes we shall see how they behave. First the AI thingies Grumbler is working on. In the meanwhile I'll continue building weapons. Yeah, I'm Weaponmaster Jha'Dur (well, the male counterpart). |
Re: Babylon 5 Mod
Well, finally getting the Vorlons and Shadows to at least design some decent ships. Can't seem to get them to design popluation transports but other than that http://forum.shrapnelgames.com/images/icons/icon7.gif
Did any other race besides the EA (Minbari?) have shipboard telepaths? [ March 27, 2004, 14:10: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
An RP racial trait.
Go into racialtraits.txt, and add "Roleplaying". Make the ancient maintenance reduction require that racial tech. (Plus any other appropriate items) So, if you're playing a free for all, you don't take the RP trait, and it works out to be about balanced. If you're in a Roleplaying game, you can take the trait, and have the ancient uberpower races we all know and love. |
Re: Babylon 5 Mod
Okay, Tim, email en route. The pefect weather here finally broke, and so I have an excuse to stay indoors!
As for the ancients, maybe I am misunderstanding something here, but I thought the ancients were just supposed to fight one another (i.e be a part of the "ancient age" mod). Trying to mix ancients with youngers is a recipe for trouble in game balance, IMO, with the obvious exceptions of the Vorlons and Shadows, whose impact can be limited by their demeanor and happiness type (as well as the fact that they are being played by the AI, which isn't very aggressive). Having a bunch of ancient races strewn around the galaxy seems to me to be taking away, not adding to, the game. That's just my opinion. In any case, I think it best to try to get the main races balanced out first, before worrying about how to balance the youngers with the ancients. |
Re: Babylon 5 Mod
SJ: That RP trait is going to have to wait. untill later. First Grumbler and I need to solve some issues. http://forum.shrapnelgames.com/images/icons/icon6.gif
Grumbler: E-mails finaly read and response is underway. |
Re: Babylon 5 Mod
Maybe someone can help me to get the AI to design the ships properly in this mod. I am starting simple, with a 100kt scout and a very simple set of files, so as to test the engine components mod. The contents of the files are all listed below. The game was set with max tech to start with, so racial traits are not an issue.
The goal is to have the AI build a ship with a military crew (0kt), bridge (10kt), a light reactor (10 kt), four engines that use the engine mount enhancement (40kt), and then fill the rest with a Medium BLast Cannon X (17kt) and 23 Light Armor Class 6F (23 kt). The design instead has no crew designation, a bridge (10 kt), then four engines that use the engine mount enhancement (40kt), a light reactor (10 kt), then the Medium BLast Cannon X (17kt), and then two more engines (20 kt) and no armor. When the design is opened for editing, it warns that the design cannot be made because there are only four engines allowed. So, what gives? Is anyone familiar enough with the AI_D_C to say what is happening here? It's driving me crazy (and the engine mod SOUNDED so cool!) http://forum.shrapnelgames.com/images/icons/icon9.gif Sorry about the difficult formatting. This is the only ship available in AI_D_C.txt Name := Scout Design Type := Attack Ship Vehicle Type := Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 95 Size Maximum Tonnage := 140 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Solar Resource Generation - Minerals Minimum Speed := 4 Desired Speed := 4 Majority Weapon Family Pick 1 := 25001 Majority Weapon Family Pick 2 := 25002 Majority Weapon Family Pick 3 := 25003 Majority Weapon Family Pick 4 := 25004 Majority Weapon Family Pick 5 := 25005 Secondary Weapon Family Pick 1 := 25001 Secondary Weapon Family Pick 2 := 25002 Secondary Weapon Family Pick 3 := 25003 Secondary Weapon Family Pick 4 := 25004 Secondary Weapon Family Pick 5 := 25005 Shields Spaces Per One := 150 Armor Spaces Per One := 0 Majority Comp Spaces Per One := 100 Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 0 Secondary Comp Ability := Weapon Num Misc Abilities := 9 Misc Ability 1 Name := Standard Ship Movement Misc Ability 1 Spaces Per One := 25 Misc Ability 2 Name := Sensor Level Misc Ability 2 Spaces Per One := 100 Misc Ability 3 Name := Point-Defense Misc Ability 3 Spaces Per One := 50 Misc Ability 4 Name := Long Range Scanner Misc Ability 4 Spaces Per One := 100 Misc Ability 5 Name := Combat To Hit Defense Plus Misc Ability 5 Spaces Per One := 100 Misc Ability 6 Name := Combat To Hit Offense Plus Misc Ability 6 Spaces Per One := 100 Misc Ability 7 Name := Scanner Jammer Misc Ability 7 Spaces Per One := 100 Misc Ability 8 Name := Cloak Level Misc Ability 8 Spaces Per One := 100 Misc Ability 9 Name := Solar Resource Generation - Minerals Misc Ability 9 Spaces Per One := 100 These are the only components available in the components.txt: Name := Military Ship Description := Ship has a military crew and funding. Pic Num := 50 Tonnage Space Taken := 0 Tonnage Structure := 2 Cost Minerals := 0 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Vehicle Class Family := 11083 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := B5 Standard Race Tech Level Req 1 := 1 Number of Abilities := 4 Ability 1 Type := Modified Maintenance Cost Ability 1 Descr := Military ships pay full maintenance and fight without penalties Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Combat To Hit Offense Minus Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Combat To Hit Defense Minus Ability 3 Descr := Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Ability 4 Type := Combat Modifier - System Ability 4 Descr := Ability 4 Val 1 := 0 Ability 4 Val 2 := 0 Weapon Type := None Name := Bridge Description := The main control center of a starship. Pic Num := 1 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 500 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Vehicle Control Family := 2 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := B5 Standard Race Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Ship Bridge Ability 1 Descr := Contains a ship bridge. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None Name := Light Fission Reactor Description := Pic Num := 674 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 300 Cost Organics := 0 Cost Radioactives := 300 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Supply Family := 11450 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Fission Utilization Tech Level Req 1 := 1 Number of Abilities := 3 Ability 1 Type := Solar Supply Generation Ability 1 Descr := Generates 2500 supplies for each star in a system per turn. Ability 1 Val 1 := 2500 Ability 1 Val 2 := 0 Ability 2 Type := Supply Storage Ability 2 Descr := Stores 2500 units of supplies. Ability 2 Val 1 := 2500 Ability 2 Val 2 := 0 Ability 3 Type := Solar Resource Generation - Minerals Ability 3 Descr := Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Weapon Type := None Name := Fusion Engine I Description := Fusion Engine for sublight travel. Pic Num := 703 Tonnage Space Taken := 500 Tonnage Structure := 15000 Cost Minerals := 15000 Cost Organics := 0 Cost Radioactives := 1500 Vehicle Type := Ship Supply Amount Used := 1000 Restrictions := None General Group := Engines Family := 11400 Roman Numeral := 6 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Propulsion Tech Level Req 1 := 6 Tech Area Req 2 := Fusion Utilization Tech Level Req 2 := 1 Tech Area Req 3 := 0 Tech Level Req 3 := 0 Number of Abilities := 1 Ability 1 Type := Standard Ship Movement Ability 1 Descr := Generates 6 standard thrust. Ability 1 Val 1 := 6 Ability 1 Val 2 := 0 Weapon Type := None Name := Medium BLast Cannon X Description := The MBC is much like the light Version, but is more powerful and has a much higher damage yield. Pic Num := 530 Tonnage Space Taken := 17 Tonnage Structure := 23 Cost Minerals := 46 Cost Organics := 0 Cost Radioactives := 1 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 3 Restrictions := None General Group := Weapons Family := 12509 Roman Numeral := 10 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Matter Weapons Tech Level Req 1 := 10 Tech Area Req 2 := Belt Alliance Medium Weapons Tech Level Req 2 := 4 Number of Abilities := 0 Ability 1 Type := 0 Ability 1 Descr := 0 Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := 0 Ability 2 Descr := 0 Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 78 76 75 73 71 69 68 66 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 2 Weapon Display Type := Beam Weapon Display := 149 Weapon Speed := 0 Weapon Modifier := 9 Weapon Sound := Mattergun2.wav Weapon Family := 25003 Name := Light Armor Class 6F Description := A low density, high strength composite material best for protecting delicate components. Pic Num := 723 Tonnage Space Taken := 1 Tonnage Structure := 15 Cost Minerals := 30 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := All Supply Amount Used := 0 Restrictions := None General Group := Armor Family := 5101 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Inert Armor Physics Tech Level Req 1 := 5 Tech Area Req 2 := Inert Armor Manufacturing Tech Level Req 2 := 6 Tech Area Req 3 := Inert Armor Engineering Tech Level Req 3 := 1 Number of Abilities := 0 Weapon Type := None This is the vehicles.txt file: Name := Scout Short Name := Scout Description := Scout ship designed for extra-small crews Code := SC Primary Bitmap Name := Scout Alternate Bitmap Name := Escort Vehicle Type := Ship Tonnage := 100 Cost Minerals := 200 Cost Organics := 0 Cost Radioactives := 0 Engines Per Move := 4 Number of Tech Req := 2 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 1 Tech Area Req 2 := B5 Standard Race Tech Level Req 2 := 1 Number of Abilities := 3 Ability 1 Type := Combat To Hit Defense Plus Ability 1 Descr := Small profile makes ship 50% harder to hit in combat. Ability 1 Val 1 := 50 Ability 1 Val 2 := 0 Ability 2 Type := Ship Life Support Ability 2 Descr := Contains life support. Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Ability 3 Type := Ship Crew Quarters Ability 3 Descr := Contains Crew Quarters Ability 3 Val 1 := 0 Ability 3 Val 2 := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 0 Requirement Min Crew Quarters := 0 Requirement Uses Engines := True Requirement Max Engines := 4 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 This is the ComponentEnhancement.txt file: Long Name := Engine Mount1 Short Name := Engine Installation Description := Installation mount for a ship engines. Code := E+ Cost Percent := 2 Tonnage Percent := 2 Tonnage Structure Percent := 2 Damage Percent := 2 Supply Percent := 2 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 99 Vehicle Size Maximum := 101 Weapon Type Requirement := None Comp Family Requirement := 11400,11401,11402,11403 Vehicle Type := Ship |
Re: Babylon 5 Mod
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Re: Babylon 5 Mod
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Re: Babylon 5 Mod
[ March 29, 2004, 23:07: Message edited by: TNZ ] |
Re: Babylon 5 Mod
With engines, it is completely unnecessary to use standard movement as a misc ability. You want to set the desired speeds with "Minimum Speed" and "Desired Speed". The AI can use QNP engines just fine to get the entered values, after engines per move.
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