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Re: Babylon 5 Mod
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The ai also need more PDF on it's ships as i can easly wipe out 4 light crUsers with 4 heavy fighters! The ai also needs to defend it's home worlds, in my game at the moment i flew a 24 battle crusier's and a dropship fleet in to 1 of the 3 homeworlds the narn had, so while they huge crusier fleets were charging around the place my fleet had to only contend with 2 relay stations armed with light bLast cannons, 20 pfd weapon platforms and about 5 repair tugs. i simply captured their planet and they went down from first to sixth!!!!! Well anyway for EA techy uniqueness... EA used Plasma weapons early on at the start of the minbari war ( The nova class ships had 22 twin linked plasma cannons!!!! ) However i don't recomend this for the ai as plasma weapons suck even thought they are cheap to research. The main big EA gun is the painfull to research Laser/pulse array ( For those that don't know you need the following to get the first level in this weapon: Physics 2, military science 1, Laser weapons 7, Plasma weapons 7 and a level in adavance laser weapons!!!) This is the holy grail of earth weapons (well kind off http://forum.shrapnelgames.com/images/icons/icon10.gif ) This means EA ai will need physics 2 to get laser weapons pretty quickly, this should be fine as a good weapon, then military science a bit later to get pulse weapons. (if u want EA ships to use pulse weapons u need to remember that u need a level in particle weapons for every level in pulse weapons). Particle weapons are needed for the Uni pulse cannon for fighters ( get this up to level 7 and u can fit 2 on a med fighter to get a "starfury" WOW!!! http://forum.shrapnelgames.com/image...s/rolleyes.gif . Do u think you could make it so large EA ships have 2-3 fighter bays on board. As this is a tatical advantage as well as being like in the series. I do it on my EA ships of Battle cruiser and above as with cobra bay 3's and 3 expanded fighter bays u can hold 18 heavy fighters, this takes care of any other fighters and of any small ships with boarding parties. Oh that reminds me the ai does not use boarding parties so i never have to put self destruct devices on the ships. http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Babylon 5 Mod
Jam: What race do you normally play as? If Shadows...their weapons for fighters are rather long-ranged and strong..
Not sure how to make the AI use more than one PD weapon...anyone know how? May PD as secondary weapon? I can reset the battlestations (EA Relay station) to use heavier weapons (if I haven't done so already) but they will be used ONLY if the heavier weapons have been researched. As for the need to do all that research, one thing to remember is one doen't want ALL (IMHO anyways) research to be weapons, infrastructure does have it place, otherwise the AI runs out of materials quick... Another thing I noticed is that while the EA design fighters with missiles they do NOT build them. Must the AI dude put anotations for each type fighter in the AI_construction_vehicle file in order for them to be built? Hmmm..all the race I checked have level 9-10 sensor and 6-7 levels combat support (multi-plex and ecm)...I simply have not added the ecm support/sensor support and advanced ecm methods/advanced sensor methods yet. The ability for launching fighters is in designcreation, not sure how to have AI place fighter bay(s) on ships (as per the show). [ October 19, 2002, 19:59: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Working on the 1.49.33 release now, added PF's latest AI enhancements and all the shipsets he has sent in. Also added a bunch of pics from the vast assortment Nomor sent in. Worked some more on the components. Made a change to the fighters that might make them a bit less effective against
larger ships. Made some other changes as well and am also working on the Raiders/Nomads to make them more playable. PF Would rather have the races go for their unique weapons a little quicker, but the choice to when is up to you. To get more PD weapons I had made PD one of the required components and had raised the per ton value so they had one, then inserted another PD requirment after a few other 'essential' components(this time with a lowered tonnage so they would take more), this seemed to work in my initial AI. |
Re: Babylon 5 Mod
Okies, me will look at the 5 main races and see what I can do to "cattle-prod" them to faster weapons research (though me thinks I did this with the Shadows)
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Val: please hold on with the release of .33. I can make those anmimations work. I'll have them ready the comming monday.
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I'll for instance see on the player comparison that the narns for example have about the same amount of tech levels as me, i'll then decide to give them all the light/med/large general weapons techs i have, 3-4 levels of propultion and a few levels in a couple of weapons techs, they except and shoot up 50 tech levels on the comparision chart. This shows that they are researching alot of things to do with infrastructure, but not weapons. I keep having to give research gifts to make the ai challanging to play. Quote:
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-On your point about the ai running out of resourses i don't think that is quite true as with the reduction in maintanace costs you can support about 40-60 ships from one homeworld with about 10 mine/refinary things on them and still have enoght left for a large construction que (this is early on in the game when ships don't cost loads). -The ai is also not using mines as i've captured several planets where there have been mines on the planet but they have not been launched or to my knowledge used somewhere else. |
Re: Babylon 5 Mod
Haven't a clue as to how to get them to move population, only time I have seen the AI do this is when I set the population minister on along with one or two thers when I am playing and not testing AI.
3 uni-pulse, eh?! I only use 2 with rest being reactor, engines and armor.. http://forum.shrapnelgames.com/images/icons/icon12.gif I had the Shadows with 10 light fighters take out 70+ Minbari frigates, corvettes and destroyers. The light molecular slicer they had (forget the level) had the Minbari outranged by a coupla spaces...no contest Shadows 70+ Minbari 0. Funny, the EA AI is constantly upgrading the ships and bases....wonder why the Narn aren't... Oh and Jam, not disagreeing with ya at all. See some of the same things, just mostly don't know what to do about them (me novice at AI stuff) [ October 20, 2002, 00:40: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val: Personally I'd rather have Version .33 yesterday http://forum.shrapnelgames.com/images/icons/icon10.gif as I gives me Sunday to experiment, and I want to try making an Abbai Empire file, which doesn't see to want to happen at present? http://forum.shrapnelgames.com/image...s/confused.gif
Timestone: We can always have the animations In .34 on Monday. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Nomor: lemme know what ya think of the Abbai shipset. I don't know if Val has done anything to it but it is one of the best I have done (well better than than the Pak'Ma'Ra anyways http://forum.shrapnelgames.com/images/icons/icon12.gif ). Hopefully Val had time to put some graphics "magic" to it.
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PF: Will do... soon as .33 is up. http://forum.shrapnelgames.com/images/icons/icon7.gif Can't wait. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif
Val you have mail.., not a lot.. http://forum.shrapnelgames.com/images/icons/icon12.gif Hey I just got promoted..! http://forum.shrapnelgames.com/images/icons/icon6.gif (Just found that Vorlon OP, in your box now.. http://forum.shrapnelgames.com/images/icons/icon10.gif ) [ October 20, 2002, 02:46: Message edited by: Nomor ] |
Re: Babylon 5 Mod
I can't wait for .33 ohh i have to take a sponge bath every time i think of it.
ohhh the ai...... the pulse weapons...... *realises everyone is looking at him* Anyway how's the ai comming pathfinder? are they kicking your proverbial buttocks? |
Re: Babylon 5 Mod
Jam: Yeah, the flipping Pak'Ma'Ra are of all races *hides in shame* http://forum.shrapnelgames.com/images/icons/icon12.gif
Speaking of the AI: If, for example, the Gaim use only particle weapons, would I not delete/not enter research for say plasma in their AI_research file? Of course there is always the flipping EA which research ballistics, lasers, pulse and plasma http://forum.shrapnelgames.com/image...s/rolleyes.gif what a nightmare they gonna be to re-do http://forum.shrapnelgames.com/images/icons/shock.gif Oh man, this is going to take awhile....re-doing the EA so that they have 1 level early of each of their techs...bleah...I keep getting the levels screwed up... http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/shock.gif Finally got the EA more or less done (at least the advanced laser is done so the laser/pulse weapons are available kinda early http://forum.shrapnelgames.com/images/icons/icon12.gif ) Now for EA Advanced Ballistic weapons EA done (for now), also added some levels of sensor/ecm support/advanced techniques Gonna have to hold off on Minbari...until their advanced weapons are clarified...They already had stuff advanced, fast forwarded anyways.. [ October 21, 2002, 03:02: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Well, in the tech for .32 anyway, the only weapons research the Gaim need is Gaim Tiny (Particle Beams), Gaim Light (PDF Scattergun), Gaim Medium (Scattergun), Gaim Heavy (Packet Torpedoes, Particle Concentrators), Point Defence, Ship Capture, Ballistic and Particle - that gives all the Gaim specific weapon techs as well as a scattering of Particle based general weapons.
When Val releases more Gaim tech (which he has indiciated that he has worked out, but hasn't indicated whether is will be in .33) that list may have to be extended. |
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AGoetz: Yup, Gaim got those in the AI I done plus I worked on their ship capture (they get the "full Monty" http://forum.shrapnelgames.com/images/icons/icon12.gif ) (or do in what I did to them today..hehe)
Ya'll verify please, the following techs (available): Shields: Abbai, Minbari, Vorlons, Shadows (anyone else?) Jammers: Minbari (anyone else?) ECM Support: ? (EA Have full tech here atm) Sensor Support: ? (EA have full tech here atm) Advanced ECM techniques: ? (EA full tech atm) Advanced Sensor Techniques: ? (EA full tech atm) Llort only get level 1 sensors (IIRC). No ECM or multi-track. unless Val dials-in their targeting lasers http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 21, 2002, 03:48: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val: Hope you're checking in on a smoke break... http://forum.shrapnelgames.com/images/icons/icon10.gif
New bmp's for structures in your mailbox plus miscellaneous .. you may have a place of power? http://forum.shrapnelgames.com/images/icons/icon6.gif I guess it's about 3.45pm your end? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Done about as much as I know how to do with the weapons tech/research for Narn, Vorlons, Minbari, EA, Gaim, Centauri.
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Re: Babylon 5 Mod
Val: private message.
[ October 22, 2002, 17:29: Message edited by: jimbob ] |
Re: Babylon 5 Mod
Nuts: Just upgraded DOGA L3 and lost all of Val's parts http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon9.gif
wheee.....just had to get correct parts list to correct folder... http://forum.shrapnelgames.com/image...s/rolleyes.gif [ October 22, 2002, 04:04: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val: any comment on my mail?
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Re: Babylon 5 Mod
Hey All! Went back to PA for Sunday/Monday to clean my house and get the groundwork done for cable or dsl connection. Lots of mail to check tonight, eh?
Timstone The anim for the jumpgate is more like a flipbook than a GIF, you just make a progressive picture from frame to frame and it will 'flip' through them. Black is the mask color. Nomor Sorry, missed your request or I would have posted it as it is. I will try to post 1.49.33 tonight/tomorrow. I also saw the new stuff you sent, but have to wait until later to really get a good look at 'em. PF I may have some new parts for you for DoGA, I have to check and see when I Last made some. I have almost finished the Pakmara and am working on the Abbai and Raiders (since they are important for the PBW). Not really doing much to them other than minor modifications, excellent work on the sets!!!! All that and AI http://forum.shrapnelgames.com/images/icons/icon12.gif I think the easiest way to do the research bit (from when I was doing AI) is to play the race and research stuff as you would , but only 4 projects at a time. Don't worry about shield research yet, it's useless. Jammers - Minbari and ancients. AGoetz The Gaim will now also have their bulkheads (which work like old SE IV style armor) Jamrobo Pulse weapons have been fixed (I hope to your liking). All I was thinking about giving all Ancient class vessels an inherent mine sweeping ability, based on size. What do y'all think? |
Re: Babylon 5 Mod
Val: Yeah, I know how the animation works. But I can't figure out how to correct the "glare' of picture 11 and 12. How do I reproduce it?
Let me explain. I had a picture of the gate of 129X94, so I had to make a bit of 128X34 to make the whole picture 128X128 (SE filles the picture until it is 128X128). So I got stuck with the picture 11 and 12. They have a glare (of the jumpfunnel opening which give off a white glare. How do I make that glare myself (to fill up that bit of 128X34)? Oh, and any ideas about the closing sequence? |
Re: Babylon 5 Mod
You could try flashing a single frame of all white. That would give a nice flash effect.
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Re: Babylon 5 Mod
How about giving the Vorlons a small ship that has a built in cloaking ability, and only the Shadows can detect it. This would allow the Vorlons to keep tabs on other races without making their presence known.
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Re: Babylon 5 Mod
Timstone
Heh, sorry, my misunderstanding! For the glare, I think there is a lens flare tool in Photoshop and PSP that will let you make a Halo, that should work, I think. For the reverse, just reverse the flipbook on the animation, or maybe we just make the blinking lights go dim and darken the picture. Could also do the yellow warp inside the gate instead. Your choice really http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Val: I also have a set of DOGA called nishino_parts. can't remember where I got them. another set is one you had back in March/April. Those, plus the "stock" set, are what I have.
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What are the Nishino parts? How big a zip?
I'll check the dates on my parts, but I think it is my home PC that has the more recent turrets and weapons. |
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They are kinda hard to describe, seem to be armor and robot parts. at least 1 gun cupola/turret and double barrel gun. unzipped folder is 6.64 MB. I could zip it (zip is long deleted). lemme know if got all that PF spam out and I'll zip and email it to ya.
Hehe, problem with me doing research and using that is I never follow same pattern any two games http://forum.shrapnelgames.com/images/icons/icon12.gif EA are ok, coupla minor tweaks and they should be ok...maybe the EA player in the PBW could give some suggestions (same goes for the rest, tho' someone did give ya the Narns IIRC) One of the PBW players mentioned wanting a Dilgar set...depends on which group. The main ones probably will be difficult for me...they are the ones whose bow looks like a set of short/fat crab claws. The curves are what I find hard to make (plus these kind have puffed/rounded look). Boxes and tubes I can fake-it but curves http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 22, 2002, 23:29: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
A single frame of white will look like a blinding flash depending on how fast the animation is played. They did it in Star Wars in some of the space battles.
Paintshop Pro Animation shop can make nifty flares, and I'm sure there's one for Photoshop. There's a nice lense-flare plugin that comes with Moray. You have more control over the POVray Version though. |
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Don't the Shadows have cloaking devices or somesuch? They should.
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Can't say about the Techonmages(sp?) sense I havn't looked at their techs. But you could just make it so that the Shadows, Vorlons, Techonmages and the other Anchents can see each other but not the younger races |
Re: Babylon 5 Mod
IF: The Shadows had the capability to "half-phase" beween hyperspace and "normal" space using a phasing drive and bio-thrusters(which made them almost invisible/indestructible). Don't know how/if Val plancs to implement this ability/component. Nothing else found Vorlons or Shadows (yet).
[ October 23, 2002, 01:00: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
IF: I've seen shots of the Mars Shadow vessel being dug up and it shimmered with the same colour as the earth background. It would appear that the Shadow being a "living" ship had a sort of chameleon ability that would make it hard to see, the perfect camouflage.
In the episode were Keffer gets fried the Shadow did not appear on his scanner as anything he could recognise and he just got lucky/unlucky that it phased in, in front of him. Being a "living" ship may have given it a low EM signature. We can assume that the Shadows therefore have a stealth mode by this nature, but would they need to develop a true cloaking system as they can phase in and out of real space at will. They are too powerful to be bothered by the lesser races seeing them and the other Ancients would likely have some way to detect a cloak. IMHO. Phew... http://forum.shrapnelgames.com/images/icons/icon10.gif [ October 23, 2002, 00:54: Message edited by: Nomor ] |
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[ October 23, 2002, 00:54: Message edited by: Dead Meat ] |
Re: Babylon 5 Mod
The Shadows enter Hyperspace in a manner that allows them to become invisible. The exact method used doesn't matter. This would be represented by a cloaking device in SE4. Not a ship hull with cloaking built in, but an actual comp that could be placed on any ship. I though the Shadows would have this already. This is why I suggested the Vorlons get a small ship size (smaller than Scout) which has a cloaking ability built-in, instead of an actual cloaking component. Although, they can enter special pockets (dimensions?) in Hyperspace, which allows them to hide from the younger races. So maybe they could get 1 type of cloaking, which they and the Shadows have scanners that can see. The Shadows would get another type of cloaking, which only they could see. Then, add Stealth devices, which races such as the Minbari have, which would be for the younger races to use. The ancient races would be able to easily detect these (scanner at level 1 ancient tech).
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Yow, I was editing my post on "cloaking"....and couple more Posts http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Try not to make a post until after you have written what you want to write in it. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
That seems perfect. Now how about lesser races having fighters that can hide in Asteroid belts and spy on their siblings. You could also give Asteroid Belts a 1% ship damaging property so that fighters could not park out there the whole time. Caused by stress and collisions with small debris. Ships with mining equipment would be immune to this effect? http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Finished a bout of tweaking the AI. anyone want it?
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Asteroid belts have vast amounts of empty space between asteroids. Hiding in them is extremely unrealistic. For all of the probes that NASA has sent out through the asteroid belt in our solar system, none of them had to worry much about course corrections to avoid asteroid collisions (IIRC). Sector-damage is a fixed value, not a percentage. If it does not do enough damage to destroy a component of a ship or the whole fighter in one turn, it will not do anything. eg: if the ship's weakest component has 10 hit points, then a sector that does 9 damage will never harm the ship. Partial damage does not stack outside of combat. |
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Give sensors both type A and B detection, but slightly less than the cloaking. Only fighters or ships with active cloaking devices will be able to hide in that location. Or is your only option for sector cloaking the broadband all-5 cloak? [ October 23, 2002, 03:18: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
Sector cloaking applies to all types evenly. It's level can be customized, but unfortunately it cannot have different levels in different types.
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Re: Babylon 5 Mod
That might be even more fun .. having Asteroid Belts with random damage values that would or would not damage components based on their damage resistance. http://forum.shrapnelgames.com/images/icons/icon6.gif
" Asteroid belts have vast amounts of empty space between asteroids. Hiding in them is extremely unrealistic. " I don't see how that follows. A NASA probe is designed to avoid collisions with objects. A manned space craft could if it wanted manoeuvre close to a large rock, put on the parking break, shut down all non essential systems and make like another rock and thus be less visible than a ship in open space. The fact that there are large distances between asteroids still doesn't stop you from hiding behind one. http://forum.shrapnelgames.com/images/icons/tongue.gif I thought this would a great motivator to research scanners and provide a strategy level that isn't there in the original game. http://forum.shrapnelgames.com/images/icons/icon10.gif SJ: Thanks for the above.. oink in the flyment. [ October 23, 2002, 18:58: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Your quadruple post has been cut down to size.
You need a little more patience next time http://forum.shrapnelgames.com/images/icons/icon12.gif Fyron: How about this: double the cloaking ability of cloak type B for every component. That way, an asteroid field with obsucration level 2 is effectively giving the fighter level 2 in type A, but only level 1 in type B! Then, the method I described should work! [ October 23, 2002, 19:03: Message edited by: Suicide Junkie ] |
Re: Babylon 5 Mod
I like the hide in asteroids bit, could also give the ability to small ships (Scouts, Escorts, Destroyers) as well as fighters. I had actually considered the asteroid cloaking all ships/fighters myself while I was editting the quadrants and such, but had set the idea aside.
I do have a question with Scanners though - If a ship has a cloak component with level 3 Gravitic (or whatever it was called), do you need a gravitic scanner of higher level to penetrate? Or can you also penetrate with an EM/Active scanner of sufficient level? As to Vorlon's cloaking, never really saw it happen in the show or books, though they should have scanner jammers to avoid scanning at distance. I know the Shadows had the phasing in and out of Hyperspace, but that wasn't like the Star Trek cloaking, they actually entered and left Hyperspace during the combat, it was as if they were jumping into and out of combat, not actually cloaking their vessels (there is a rule in the AoG stuff that allows them to phase in and out to avoid being targetable, unless you follow them into Hyperspace). So I would say no there too. On the other hand, the Torvalus (Dark Knife vessel in the Coriana fight with all the ancients) do have a real cloak, the technomages also have a cloak (and Illusions) and the Hyach have some sort of cloak. The fact that the Technomages can do it suggests the Shadows should be capable (as Technomage tech is derived from the Shadows), but maybe the Shadows never bothered or just preferred the enemy see them coming. I believe the Drakh may also have one, though not sure. |
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All ships get the basic level 1 active scanners (or is it passive?). The scanner only attempts to beat the cloak type matching its sensor ability type. |
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Val, I never said they had star-trek cloaking devices. But, cloaking devices are the only way to model this in-game. There are 5 different cloaking abilities, so they could all be used to model the different kinds of cloaking, phasing and stealth technologies.
Vorlons don't have the same type of thing that Shadows do, but they can have their ships enter special pockets in hyperspace, and hide there from other ships in hyperspace. Edit: Oh, and Val, get an avatar. SJ keeps confusing us for some reason. http://forum.shrapnelgames.com/images/icons/icon10.gif [ October 23, 2002, 23:25: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Doh! Val, get an avatar, so I don't keep confusing you with Fyron http://forum.shrapnelgames.com/images/icons/tongue.gif
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