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

Fyron April 8th, 2004 09:36 PM

Re: Babylon 5 Mod
 
Components use whatever component image is called for in Components.txt. The game does not display a different component image based on atmosphere type. Stock SE4 only makes use of 3 of them, based on planet type. The pics for other atmospheres are not used, ever.

[ April 08, 2004, 20:37: Message edited by: Imperator Fyron ]

Timstone April 8th, 2004 09:41 PM

Re: Babylon 5 Mod
 
AHHH!!! Crap! You're right. Damn, me stupid. Must be all those numbers. I've been quite busy with The Mod today. And the jungle Val created is not a pretty sight and a place to get lost in very easily. Must have beer, must sleep...

See ya all tomorrow!

Fyron: thanks for setting this stupid error of mine straight. Thumbs up!

[ April 08, 2004, 20:42: Message edited by: Timstone ]

Lighthorse April 9th, 2004 12:44 AM

Re: Babylon 5 Mod
 
Hey Pathfinder,

First WinRAR attempt was 59.7 MB. I'll keep working on it. Meanwhile I'll finish those AI files this week-end and send them to IF I guess.
I would like to download the complete Babylon 5 mod too. I do not mind if it > 80 MG either. Hope to see the latest Babylon 5 mod install on SE4 PBW site too.

Great Work
Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

pathfinder April 9th, 2004 01:20 AM

Re: Babylon 5 Mod
 
Lighthorse: Some tweaking left yet. But a patch and full Version will go up somewhere this week-end (I hope).

Lighthorse April 9th, 2004 06:44 AM

Re: Babylon 5 Mod
 
Super, thanks Pathfinder.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Timstone April 9th, 2004 09:10 AM

Re: Babylon 5 Mod
 
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod?

Timstone April 9th, 2004 09:16 AM

Re: Babylon 5 Mod
 
Fyron or SJ:
Concerning those images of the various colonies in the Events directory. I really would like them into the Image Mod too (in the componets directory). When I select a colony component, I can right click on it to see the actual pic, but there's no small pic displayed. I can insert the image myslef, but it would be better if all the components and facilities I gave up earlier were inserted into the Image Mod.

pathfinder April 9th, 2004 10:28 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Timstone:
Path:
When you start out with "high tech" the computer puts the most stupid buildings on your planet (agressive mining, multiple manufacturing colonies, etc...). Last night I was busy solving that and at Last I cracked the problem. How about you, ever solved it in your Version of the B5 mod?

<font size="2" face="sans-serif, arial, verdana">Mostly, At the moment they "only" build 1 aggresive miner on the homeworld but no homeworld facility, instead 2 advanced military facilities http://forum.shrapnelgames.com/images/icons/icon8.gif Mid-tech has the AI building a bunch of homeworld II facilities on the homeworld... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Ancients have to setup for full tech start correct: 1 homeworld facility, 1 shipyard, 1 ancient advanced military facility (instead of depot), 1 agricultural facility, rest are mining facilities.

Guess I could put a restriction of 1 homeworld per planet for the homeworld facility. Anyone got a clue on how I could restrict the setup? EDIT: Restrictions not allowed in facilities.txt?

[ April 09, 2004, 10:46: Message edited by: pathfinder ]

Alneyan April 9th, 2004 02:13 PM

Re: Babylon 5 Mod
 
The AI, in all its silliness, puts the starting facilities according to a very strict scheme. Here they are according to Fyron's modding guide:

Quote:

1) The Last facility with the Spaceport ability in the file.
2) The Last facility with the Space Yard ability in the file.
3) The Last facility with the Resupply ability in the file.
4) One facility that has the highest level of the Resource Generation - Organics ability.
5) One facility that has the highest level of the Resource Generation - Radioactives ability.
6) One facility that has the highest level of the Resource Generation - Minerals ability.
7) One facility that has the highest level of the Point Generation - Research ability.
8) Repeat 6 & 7 until the planet is filled.
<font size="2" face="sans-serif, arial, verdana">So, if the AI happens to be putting "bad" facilities, you will want to make a "good" facility with a slightly higher value, even one more point. The same goes true for the cultural centers, you may need to add an improvement for the high tech starts depending on the other facilities available. (At least it is how it is solved in Adamant for example) I could be wrong about the "how to solve it" though, as I didn't delve much into the facilities yet.

pathfinder April 9th, 2004 04:25 PM

Re: Babylon 5 Mod
 
Anyone got objections to stripping the Advanced Military Outpost of spaceyard ability? This seems to be the only way I can get homeworld "facility" during a full tech start-up for the standard or "young" races. I did get rid of the aggressive mining facility BUT still unable to get rid of 1 advanced military outpost (instead of homeworld)... http://forum.shrapnelgames.com/images/icons/icon9.gif

[ April 09, 2004, 15:40: Message edited by: pathfinder ]


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