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

Suicide Junkie January 15th, 2002 10:12 PM

Re: Babylon 5 Mod
 
Hey, why not.
Toss in a tiny asteroid field for the rings, and adjust the tiny planets.

Tiny planets (minor moons) -> 0 facil, 1 if breathable, (but all created as vaccuum worlds). Useful for remote mining, or unit construction + a few million pop.

If you can create a "micro" planet type, which would be even better, that would be great. I had some wierd effects when I tried way back when, but that was on some very old Versions of SE4.

Val January 15th, 2002 10:20 PM

Re: Babylon 5 Mod
 
Do you have your original trial 'micro-planets'? What do you mean "weird"?

Suicide Junkie January 15th, 2002 11:24 PM

Re: Babylon 5 Mod
 
I didn't keep the files, since I hadn't made many changes (I probably didn't do enough)
The "wierd effects" were null-worlds, with no picutre, null atmosphere (not "vaccuum", but ""), null surface type, and normal resource values.

That was quite a long time ago, though... somewhere around the time when it was still just "Piratesmod", and nomads were something that just couldn't be done http://forum.shrapnelgames.com/images/icons/icon10.gif .

Val January 16th, 2002 12:19 AM

Re: Babylon 5 Mod
 
SJ:

There are some Nomad races in B5, think they should be added? Raiders could be designed along Nomad ways. Drahk also appear somewhat nomadic - at leaset since Zha'ha'dum was destroyed.

Suicide Junkie January 16th, 2002 01:31 AM

Re: Babylon 5 Mod
 
Drahk would need a colony or two to be able to make deals, while raiders could be purely nomadic pirates.
I reccommend giving Raiders some sort of "Capture Ray", to make ship captures easier. It would be a range one, low damage, "only living beings" damage type, Surgical Strike weapon.
IE. it takes out crew quarters, boarding parties & security teams only.

It will be weak enough to only destroy one component per turn, so you'll need to attack crippled/unarmed ships, use a larger ship to cover you, or use lots of raiders.

Aside from those advantages, they will also have the advantage of depleting the "shields" generated by the advanced armor & grav deflectors.

APPEND:
Back to nomadic stuff: Raiders make their money from capture/scrapping, drahk make their money... how?

As for maintenance... what should the values be? (They can be anything we like, despite the 5% rule)
Raiders will need to be in the 0.5% to 1% range, in order to be able to maintain ships.
Also, a "civilian cloak" would be useful as a racial tech. (Hide in plain view, and all that http://forum.shrapnelgames.com/images/icons/icon7.gif )

How to give arbirtary maintenance costs:
We can set all ship hulls to give a 90% maintenance reduction.
The raiders take 5% maint, 10% of which is 0.5%
The normal races take 250% maint, 10% of which equals SE4 Classic 25% maintenance.

[ 15 January 2002: Message edited by: suicide_junkie ]</p>

Phoenix-D January 16th, 2002 01:42 AM

Re: Babylon 5 Mod
 
""only living beings" damage type, Surgical Strike weapon.
IE. it takes out crew quarters, boarding parties & security teams only."

I'm not seeing this listed in my components.txt file. Undocumented damage type? Or do you have Gold on the brain? http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

Suicide Junkie January 16th, 2002 01:51 AM

Re: Babylon 5 Mod
 
Hehe. It IS in the list, but you have to read between the lines http://forum.shrapnelgames.com/images/icons/icon12.gif

"Only Security Stations"
We simply add one boarding defense point to all the extra items we want it to destroy, such as boarding parties, and crew quarters.

In tests by others, it was found to NOT skip shields.

Fyron January 16th, 2002 04:46 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also FYI if someone clicks on the sector containing the star, it would show up like a normal star would (err, minus the actual picture) so you might want to force it to appear at 6,6 and describe it like event horizon or something.<hr></blockquote>

I know. I meant for the "star" to be in the center of the system. I must have copied the basic info from one of the stars in a trinary system or something. I gave the star a description so that it would have one if a player clicked on it. I called it the core of the black hole, when I should have called it the event horizon. Just some accidental sloppiness on my part. http://forum.shrapnelgames.com/images/icons/icon7.gif

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>A raised-bubble distortion of a starfield using an image editor would look really cool for the event horizon "star": star images getting smeared into arcs around the edge and all http://forum.shrapnelgames.com/images/icons/icon7.gif ... <hr></blockquote>

That would work pretty well. Could you draw this SJ?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>drahk make their money... how?
<hr></blockquote>

IIRC, the Drahk do not harvest any resources. They had a large fleet before Zha'ha'dum was destroyed, and they didn't make any new ships afterwards. They couldn't make any of their motherships or battle cruisers or anything without establishing a new colony, which I am pretty sure that they did not do.

thorfrog January 16th, 2002 05:20 PM

Re: Babylon 5 Mod
 
Great idea to incorperate pirates & nomads to the game. We could now have roaming Drahk and Raiders. Maybe we could also include the First Ones like this. Six or seven ultra-powerful ships.

How about this for an idea for events. The First One Lorien appears in one of your systems moral increases accross the empire.

Val January 16th, 2002 09:27 PM

Re: Babylon 5 Mod
 
As near as I can tell the Drahk are pretty much living like a raider race, and live off resources left over from Zha'ha'dum.

It would be neat to create the ancient ships as wanderers (single ships), though that would probably be easier to create in a scenario situation. Just make them their single super ship and give it nil maint. Right?

If nobody wants to model the star, we could always "clip out" the middle of the blackhole and make that the star pic, so it will look exactly the same as far as anyone is concerned.

One question for everyone: Weapon Platforms in B5 - I don't really recall seeing planet based weapons in any episodes (other than the ancient planetary laser on Epsilon). Should we eliminate them and limit people to orbital defenses? Maybe add an even larger range of Sat sizes/categories that could hold more weapons?

Suicide Junkie January 16th, 2002 11:47 PM

Re: Babylon 5 Mod
 
There have got to be ground based missiles, and maybe some beam weapons, useful for a slash at troop transports & stuff drifting too close
(Range 3 or so?)
Nothing too serious, but they should be able to hold control of a planet despite some "splash damage" from an orbital battle. Sort of an air-raid bunker for small pop colonies.

RE: black hole stars: I'll have to go with Val on that. The distortions would look cool, but they would probably not mesh with the system-wide image, and end up looking dumb http://forum.shrapnelgames.com/images/icons/icon9.gif

If you want an accurate B5 game, you'll have to go with a scenario.
For lots of good random games, let the wanderers & pirates have their homeworld for initial production.
When it gets destroyed (as it will inevitably be, since they can't build colonies) then they will move into the true Nomadic/Pirate lifestyle.

The Drahk will be unrealistic except in a scenario, so they should probably be set up like a neutral for random games.
If you find and befriend or enslave them, then they could go and fight on your side, or whatever.

Fyron January 17th, 2002 01:40 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>It would be neat to create the ancient ships as wanderers (single ships), though that would probably be easier to create in a scenario situation. Just make them their single super ship and give it nil maint. Right?<hr></blockquote>

Right.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>If nobody wants to model the star, we could always "clip out" the middle of the blackhole and make that the star pic, so it will look exactly the same as far as anyone is concerned.<hr></blockquote>

That is probably the best solution.

[ 16 January 2002: Message edited by: Imperator Fyron ]</p>

tesco samoa January 17th, 2002 07:07 PM

Re: Babylon 5 Mod
 
The new BAB5 series starts Sat.

Fyron January 18th, 2002 03:38 AM

Re: Babylon 5 Mod
 
Is it a series, or a movie, or a movie that will be the first episode of a new series (like Crusade)? The previews I saw a few days ago on sci-fi channel said it was just a movie, and didn't mention a series. Please excuse the ignorance. http://forum.shrapnelgames.com/images/icons/icon7.gif

Val January 18th, 2002 06:05 PM

Re: Babylon 5 Mod
 
It's a 2 hour movie "Legend's of the Rangers" on Sci-Fi at 9 EST. If it does well it will become a series (acording to the creator and Sci-Gossip).

So far I've only heard from one person on the Weap Plat thing. We can include some new facilty types to make invasion more difficult (bunkers, defense facilities, etc.), but I don't even remember planet based missiles in the show. The best example was in the movie when the Drahk (or Minbari battle of the Line) attacked Earth. Everything was ship or orbital sats/bases. The only thing from Earth were fighters and atmosphere capable ships. So, do we keep them, or just cut down their range to almost nothing (like 1 - 3 squares)?

Also, wanted to let everyone know that the ranges/damages for weapons are almost complete, but now I need input on tonnage and costs. Any volunteers?

oleg January 18th, 2002 06:10 PM

Re: Babylon 5 Mod
 
Does anybody have any idea when (if at all) it will be in UK ? http://forum.shrapnelgames.com/images/icons/icon9.gif

Growltigga January 18th, 2002 06:13 PM

Re: Babylon 5 Mod
 
Oleg, I suspect we will not see it until it comes out on video or DVD

oleg January 18th, 2002 06:17 PM

Re: Babylon 5 Mod
 
Too bad. Somebody will definetly put it in Morpheous but my university does not allow it. And home connection is just too slow http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 19th, 2002 12:36 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also, wanted to let everyone know that the ranges/damages for weapons are almost complete, but now I need input on tonnage and costs. Any volunteers?<hr></blockquote>

Sure, I can volunteer. Send me the latest weapons spreadsheet, and I'll try to come up with some sizes and costs. Do you need someone to code all of this info into the components.txt file?

Val January 19th, 2002 12:44 AM

Re: Babylon 5 Mod
 
Weapons.zip

If y'all want to check out the prelim weapons damage here they are.

Anybody want to help with tonnage and costs?

Val January 19th, 2002 01:38 AM

Re: Babylon 5 Mod
 
Hah, responded to my question before I posted and I responded to your request before I read it http://forum.shrapnelgames.com/images/icons/icon12.gif

I'm aiming to put it all in the excel sheet and then run a merge with a word doc and save it as txt from there. At least that is how I did the Engines (seemed to work fine). So I shouldn't need any coding, just some guidance on tonnage and material costs.

I actually have the merge all set to go once the variables are in. It will also generate Tech Areas http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 19th, 2002 03:31 AM

Re: Babylon 5 Mod
 
Well that sure takes the "fun" out of modding! http://forum.shrapnelgames.com/images/icons/icon12.gif

Do you have any preliminary damage/kiloton ratios, or do you need that too?

Fyron January 19th, 2002 03:35 AM

Re: Babylon 5 Mod
 
Also, what tech levels are these weapon types going to require? Does an Antimatter Cannon I and an Antimatter Converter I require the same tech level, or what?

Which weapons are supposed to be weak-powered? medium-powered? high-powered? uber-powerful? I mean, which weapon types should have high damage/kiloton ratios, and which should have low ones?

There seem to be a number of #DIV/0! in the damage fields.

[ 19 January 2002: Message edited by: Imperator Fyron ]</p>

Suicide Junkie January 19th, 2002 08:57 PM

Re: Babylon 5 Mod
 
Ok, guys. I need comments on the population modifiers I'm doing.
See it in Graph Form (.gif) (Note: the horizontal lines are 25%, with light blue every 100%. The vertical ones are 100M pop, with light blue every 500M pop.)

So far, I have about 1300 distinct population modifiers, one for every 5M people, up to 2 Billion people, then one every 50M, up to a filled sphereworld. http://forum.shrapnelgames.com/images/icons/icon10.gif

The base Construction rate is 10% of normal.
You get +1% for every 50M people.
Maxed out sphereworlds can thus produce at 12.8 times the normal spaceyard rate, and 4.5 Billion pop planets get 100%.

Resource production looks like a sine wave.
It starts at 15% normal for 1M people, rapidly increases sine-wave style to a peak of almost 200% at 450M people.
It then follows a stretched (3x) sinewave back down to the minimum 10% resource production at anything over 2 Billion people.

Comments?

[ 19 January 2002: Message edited by: suicide_junkie ]</p>

Phoenix-D January 19th, 2002 09:29 PM

Re: Babylon 5 Mod
 
What's the logic behind the resource drop? I'd think it would be a pain in the butt to manage..

Phoenix-D

Suicide Junkie January 19th, 2002 09:38 PM

Re: Babylon 5 Mod
 
From most of the way down page 3:

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What's the reasoning for prod rate going down? Out of curriosity.<hr></blockquote> <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>The production would be going down as the planet gets paved over to support those 8 billion people.

I imagine resource extraction would rapidly rise until you hit 500-1500 million, then start to go back down again, in a lopsided wave shape when graphed vs population.

Notes:
(on planets with max pop close to optimum production pop)
-domed planets. The pop is concentrated in the domes, so most of the land is unspoiled.
-tiny breathable worlds. Low gravity would allow easy construction of tall buildings, so you don't waste as much surface area.<hr></blockquote>

So, I'm at the low end 500-1500 M.

And suggestions are welcome, since it is really easy to tweak any of the parameters.

Const numlevels = 12800 (12800 increments of 5M people = Sphereworld pop)
Const popbase = 1 (Million)
Const popincrement = 5 (million)
Const SYbase = 10 (%)
Const SYincrement = 0.1
Const Resbase = 10 (%)
Const ResPeak = 90 (90 increments of 5M people = peak at 450M)
Const ResPeakAmount = 100 (times approx. 1.9)
Const Resend = 400 (400 increments of 5M people = downto resbase at 2 Billion people.

PS: With those parameters, there will be 1641 pop modifiers http://forum.shrapnelgames.com/images/icons/icon6.gif

[ 19 January 2002: Message edited by: suicide_junkie ]</p>

jimbob January 19th, 2002 09:42 PM

Re: Babylon 5 Mod
 
For resource production,

So if I have a huge planet with zillions of mining facilities (presumably because the planet has lots of minerals) I'd have to keep exporting people from it, or I end up with extremely poor production? http://forum.shrapnelgames.com/images/icons/shock.gif Did I read that right?

If so, could the right hand shoulder of the graph plateau at a higher value (say 100%) so that the planet value doesn't crash so dramatically (the only other option would be for the player to invest significant time in micromanagement - assuing that he even knows how badly production drops off with high population values!).

[edit] - ohh, sorry I was writing this while you were already posting yours, so I hadn't read your response. Makes sense, I'd just suggest the higher final value, ie. 100% instead of 10%... sure things are paved, but there's more people to do the resource aquisition.

[ 19 January 2002: Message edited by: jimbob ]</p>

Suicide Junkie January 19th, 2002 10:14 PM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>sure things are paved, but there's more people to do the resource aquisition.<hr></blockquote>More people to work less land?
The way this works is to make domed worlds and tiny (very low gravity) worlds much better at producing resources than the Glass & Steel worlds that are great at spending those resources and/or doing research & intel.

The high-pop minimum could stand to be raised, but not to 100%! The falloff on the right happens between one and two Billion people, and we are talking infinitely sustainable resource production.

Also, we are not talking micromanagement, since you have a wide, 600 Million pop-wide window of &gt; 150%, and a 1 Billion pop-wide &gt;100% resource production.
Check on your colonies yearly, move people every two or three years...
(Unless we reduce the growth rate to realistic levels, then you only have to check your population every decade).

The final decision is of course up for a vote, but I would like to keep the right shoulder below 25%.

Phoenix-D January 19th, 2002 10:21 PM

Re: Babylon 5 Mod
 
The space argument seems a little strange; most SE4 worlds hold less than Earth does right now, and we have by no means paved over the entire planet!

Besides, wouldn't things like mining and radioactives extracton be done mostly under the surface?

Phoenix-D

Suicide Junkie January 19th, 2002 10:32 PM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>The space argument seems a little strange; most SE4 worlds hold less than Earth does right now, and we have by no means paved over the entire planet!<hr></blockquote>Yeah, but we do have an above-average sized world (for a rock or ice planet), and we don't exactly have a sustainable economy.
Since the modifiers can't measure "%full", they will be off for exceptionally large/small worlds.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Besides, wouldn't things like mining and radioactives extracton be done mostly under the surface?<hr></blockquote>Yep. But you probably don't want them for neighbours. You might also have some problems with pollution, making it harder to work & extract & purify the resources.

Again, I want to say that you guys will have the final say on the settings...

Fyron January 20th, 2002 04:58 AM

Re: Babylon 5 Mod
 
You know, if negative population growth modifiers on facilities actually worked, then you could have a "population control" facility that could lower the growth rate to a crawl, thereby eliminating the micromanagement for this. Alas, this does not work.

Anyways, I think 10% for the right end of the curve is way too low. I say that the right end should drop to 50%.

Val January 20th, 2002 06:26 AM

Re: Babylon 5 Mod
 
So, what did y'all think of Legend of the Rangers?

Also, as to weapons:

I'm still working on tweaks this weekend and should post a better sheet on Monday, then we can talk tonnage and cost. In the updated sheets I'll have tech levels and such to help give an idea of where they fall. What I would like to do is come up with a Base tonnage and costs for each weapon and then adjust by percentages according to what level (I - X) the weapon is. I am also making the ranges change a bit to reflect the increased (and decreased at low end numbers) technology level. I have also gotten rid of a lot of the #DIV/0! errors, there are still some in there for weapons that aren't really weapons (like the Plasma Battery) that I will filter out to be components. I will also add a column for low power - uber power for guidance http://forum.shrapnelgames.com/images/icons/icon12.gif

One weapon type you may notice is missing are missiles and torpedoes. I am working on those now as well, but I was trying to make it so you research various missile types then use mounts to adjust what type of missile rack it is (Long Range, Quick Fire, etc.).

Any other comments on the Weapon Platforms?


(Edit Note: Added comment on Missiles/Torpedoes)

[ 20 January 2002: Message edited by: Val ]</p>

Rambie January 20th, 2002 08:47 AM

Re: Babylon 5 Mod
 
Val,

I made my comments at the Firstones.com forums. Check 'em out, overall most people there liked it.

But it was basically good... some things I didn't like but overall good. The holographic combat thing was getting old by the end of the show... I'd rather see a CGI of the ship firing it's weapons instead of that... but, I hope Sci-Fi will make a rangers series.

[ 20 January 2002: Message edited by: Rambie ]</p>

Suicide Junkie January 20th, 2002 05:08 PM

Re: Babylon 5 Mod
 
Val: Mounts will not let you extend the range properly, and certainly won't do rapid-fire at all.

You should probably go with a 3D tech matrix, with dimensions of: Missile Propulsion, Warheads, and Missile Armor.
Tech Matrices are just cool; its like being able to custom-design your components, not just your ships http://forum.shrapnelgames.com/images/icons/icon6.gif .

Fyron January 21st, 2002 02:21 AM

Re: Babylon 5 Mod
 
Could you write a program that would allow somebody to make those 3d tech matrices? Coding a tech matrix manually would really, really suck.

Suicide Junkie January 21st, 2002 04:20 AM

Re: Babylon 5 Mod
 
By Krsqk:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Recently, I've been working on developing a program to automate the generation of components, from 1-dimensional research to x-dimensional research. You input tech reqs, a base level for things like tonnage space and structure, cost, supply usage, ability values, etc., and give a rate of increase (or decrease) applied to the component at level up based on the levels of each technology.<hr></blockquote>

Fyron January 21st, 2002 05:15 AM

Re: Babylon 5 Mod
 
Ahh, I hadn't seen that. Thanks!

Val January 21st, 2002 05:52 PM

Re: Babylon 5 Mod
 
Thanks from me as well http://forum.shrapnelgames.com/images/icons/icon7.gif

Rambie: I'll head over to FirstOnes.com to check it out.

Everyone:

Would y'all like me to post the latest mod info?

I could begin posting it in three pieces to avoid confusion:
1) One piece with all the races (neutral included and the intro pic - stuff that is not likely to change)
2) One with the data (AI, data, mod info - stuff that changes often)
3) One with sounds and other pics (components, planets, etc. - stuff that is being updated as we go along).


I spent a bit of time this weekend making beams and torps for the various weapons and doing more work on the weapons (filling them out) and am now working on supply costs. Then I will post for all to view and aid with costs and tonnage.

FYI: here is the most recent modinfo file -

1.49.12 - Added new formations (collected by Fyron). Added more event pics to replace existing SE IV pics. Fixed fision/fusion spelling error. Special thanks to Jay for creating some VB scripting to make the creation of the weapons easier! Added several new race names to EmpireNames.txt and added a Race Info file in the readme section with some details on the races. Eddited IntelProject file. Minor fix on Centauri_Portrait_Battleship.bmp. Added 60 new Beams & 10 new Torps for the new weapons (may need to convert some beams to torps after testing - also Beams 31,34,42,44 & Torp 41 are not yet being used). Added p361.bmp to planets for "Black Hole Star" pic.

1.49.11 - Added new events and event pics. Fixed error in Llort AI. Added Hyach EMP files. Fixed Jump Gate & Generic_TroopInfantry pics.

1.49.10 - Added 5 Neutral Races (Gaim & Llort done - Hurr, Grome & Yolu still being worked on). Rough work begun on Abbai, Brakiri, Drazi & Vree races. Added jump gate image to planets.bmp and changed warp points to refer to jump gate images.

1.49.09 - Changed "Ancients Engine/Tech" to "HyperspaceTap Engine/Tech". Added new Mine Mounts. Added Mine components and tech to appropriate data files. Put Med Bays, Troop cockpit, Sat/WP CPU cores back in (unchanged). Added Mephisto's latest AI changes on the Narn (all files) and EA (Speech file).

1.49.08 - Added Engine components and tech to appropriate data files. Work progressing on Weapons, Troops, Mines, Infantry, and Armor.

1.49.07 - Updated EA ShaipSet with Ramsie's latest and greatest.

1.49.06 - Added Hyach ShipSet. Fixed error in VehicleSize.txt file. Added a sub-folder in the Data folder with both the Q-N style and the normal style of movement (as well as adding the same two files with the neostandard shipset names). Working on Engines, Reactors & Weapons. SJ working on armor and repair factors. {Note: Will up damage to kill 1 point of Pop in settings to 100 to match upgraded damage once weapons are added}

1.49.05 - Added new EmperorNames, EmperorTitles, DefaultColonyTypes, DefaultDesignTypes, EmpireNames. Editted CompEnhancement.txt to give Weapon Platforms and Satellites greater ranges and added several new mounts. Changed VehicleSize.txt to meet new ShipSet standards. Editted TechArea.txt to accomodate editted VehicleSize.txt file. Working on Breaching Pods and Shuttles (Cargo and Boarding Parties for Fighter class ships).

1.49.04 - Fixed some discrepancies in EmpireNames.txt and EmpireType.txt files. Editted EmperorTitles.txt and EmperorNames.txt. Put in updated Vorlon shipset. Added Culture Mod (by Joe Skarupinski, Jourin. v.1.0) to Mod for more balanced cultures.

1.49.03 - Editted Settings.txt : Changed Maximum Number of Systems to 200, Maximum Trade to 40, Nuber of Quick Start Styles to 7. Added in title screen for B5 Project. Still need to change Lose.bmp, HumnDead.bmp, Victory.bmp and add additional races to quick start styles.

1.49.02 - Added a Babylon 5 map. Changed the SystemNames.txt file to have all B5 systems found on Babylon 5 map. Editted EmpireTypes.txt and EmpireNames.txt to include all the B5 empires.

1.49.01 - Compiled all currently available B5 races into a single zip.

thorfrog January 21st, 2002 06:03 PM

Re: Babylon 5 Mod
 
Dude, talk about picking up the ball and running with it. Damb good work. I can't wait to see this completed.

Idea: I think the Vorlons and the Shadows should have poor population growth. This way their advanced technology is balanced by slow pop growth.

I say go ahead post what you have. I look forward to seeing all of the neutral races.

[ 21 January 2002: Message edited by: atomannj ]</p>

Val January 21st, 2002 07:30 PM

Re: Babylon 5 Mod
 
Funny you should mention the pop growth for the ancients.

My roommate and I were talking about it and came to the same decsision. I would like to bring their growth rate down even below what is typically allowed, which I can do for the AIs, but not sure how to do in EMP files. Maybe make a some new racial traits "Highly Prolific" and "Immortal" - make the immortals immune to plague and give a SLOW rate of growth http://forum.shrapnelgames.com/images/icons/icon12.gif

I'll try to post all I have this afternoon http://forum.shrapnelgames.com/images/icons/icon7.gif

Another thing I was thinking about is creating a music CD (using stuff from B5 Music Page ) and matching it up for the game (since we can tell the game what tracks to play). Does this interest anyone? We could zip all the files then Users would have to burn their own CDs.

Val January 21st, 2002 10:16 PM

Re: Babylon 5 Mod
 
Ok, here is everything to date (aside from some junk in my wip folders - although I did include some WIP races) - Be warned that these are some big files:

1) This is the Core of the Mod - all the racial pics and the intro page (right now Rambie's) - 7.44 mb

B5Mod-Core.zip


2) This is the Data for the Mod - all AI, data folder, modinfo, emps, design names, readme files - .52 mb

B5Mod-Data.zip


3) This is the Extras/WIP for the Mod - Includes new Event pics, planets (jumpgate and black hole - bh not yet modded in), beams, torps, components. Since these are things that are likely to change in the days to come. They will eventually become part of the core with this third slot becoming updated and new events/components/planets/ships/etc. - 2.16 mb

B5Mod-Extras.zip

I have also included the weapons file (all weapons at level 6 for the example file) as it currently stands.

WeaponExample.zip

Finally, I have included the WIP races, which include a mix of stuff we have found. I would like to start fleshing out some of the LNAW member races (especially the Drazi) for use in the game. Any volunteers? - 3.66 mb

B5Mod-UnfinishedRaces.zip


Some other stuff that we could use:

Anybody up for redoing the following pics:

Centauri:
Troops, Weapon Platform, Drone, Infantry, Sat & Mine

Minbari:
Transport, Infantry & Mines

Narn:
Troops & Infantry

Rambie is working on the newest EA shipset as we speak http://forum.shrapnelgames.com/images/icons/icon12.gif

Hope y'all enjoy!!!!

Suicide Junkie January 21st, 2002 10:34 PM

Re: Babylon 5 Mod
 
I'm about ready to compile the list of population modifiers...
What should the maxed-pop resource production modifier be? 50%?
Once you decide, I can upload the results.

Remember that large planets can make full use of spaceyards, research & intel, even after they have bottomed out on resource production.

thorfrog January 21st, 2002 11:42 PM

Re: Babylon 5 Mod
 
All I can say now is bring on the weapons. Will certain weapons be limited to certain races? I hope so. Vorlon and Shadow tech is limited to them only. Each race has a limited group of weapons. They have to trade to get other weapons.

Val January 22nd, 2002 12:09 AM

Re: Babylon 5 Mod
 
The very Last column of the excel sheet shows what race the weapon is for, though some weapons will be researchable by other races as they go through that tech to get to theirs.

I'm working on the tech tree (forest would be a better word) right now.

SJ:

So far it looks like 50% is the popular vote. Anybody want higher/lower?

Andrés January 22nd, 2002 07:07 AM

Re: Babylon 5 Mod
 
All weapon display are marked either as beam or torp, only direct fire weapons, no seekers.
Interesting...

Fyron January 22nd, 2002 07:09 AM

Re: Babylon 5 Mod
 
Legend of the Rangers was so sappy. I expected a lot more from the B5 team than that.

Val January 22nd, 2002 03:58 PM

Re: Babylon 5 Mod
 
Andres:

Actually, there are seekers, they just haven't been added as I hadn't decided how to do them at the time. SJ had made a good suggestion though so I am working on them now.

I have 12 missile types and 6 different missile mounts to add (or some combo there-of).

I also have 7 more torps to add.

The vast majority of weapons though (as you noticed) are beam. Trying to stay faithful to B5 http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie January 22nd, 2002 04:42 PM

Re: Babylon 5 Mod
 
Idea:
If the seeker hitpoints are much lower than the ship's hitpoints, you could allow ships to fight Last-stands with pointdefense cannons. Keep the range short, but allow them to target anything.

The PDCs will do only superficial damage, but will help a little bit, maybe even knocking out a critical component.

PS: Val:
If you use the "skips armor" damage type, the shots will not skip the "armor", but they will ignore the emissive ability, and all but the first hit will pierce the grav deflectors.
Quad-to-Shields will reduce the effectiveness of grav deflectors, and emissive armor. (reduces effectiveness to 25%)

Val January 22nd, 2002 05:23 PM

Re: Babylon 5 Mod
 
Explain the seeker/pdf thing a little further (gotta run so I won't be replying till way later)

Andrés January 22nd, 2002 05:47 PM

Re: Babylon 5 Mod
 
How do you solve the problem with large engines and AI?
I had to remove the temporary large engine from the sci-fi crossover mod because AI always atempted to use it and coulndn't make coherent small ship designs.
I was thinking of making have a second tech requirement of ship construction or just put them in a second tech and don't make AI research them, making them still able to use many small engines in large ships.
Sorry I didn't check if you have already considered this.


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