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

Baron Munchausen October 24th, 2002 02:19 AM

Re: Babylon 5 Mod
 
The Last time I tried to apply sight obscuration to asteroid fields it made them invisible! And yet did not affect any ships that enetered the sector. Dang... so as far as I know it only works for hiding ships with storms. Does this conversation mean that it has changed and asteroids work properly with sight obscuration now? Or is this pure speculation?

Val October 24th, 2002 02:42 AM

Re: Babylon 5 Mod
 
Pure speculation, though we'll be testing it soon enough.

Any suggestions for an Archon http://forum.shrapnelgames.com/images/icons/icon12.gif

IF
Sorry, wasn't meaning to imply that you were saying they were like Trek cloaks, was just saying that since that was the only way to do it I wasn't really for it (not that I am the final word). Though I am for Jammers for the ancients so they can't be scanned to see what they are carrying.

I'll work on splitting up the various kinds of cloaking/jamming so at least we have a start in whatever direction we decide to go.

Fyron October 24th, 2002 02:44 AM

Re: Babylon 5 Mod
 
The cloaked scout for the Vorlons wasn't meant to be a war ship, just something basic to represent them keeping tabs on their "projects". http://forum.shrapnelgames.com/images/icons/icon10.gif

Val October 24th, 2002 02:46 AM

Re: Babylon 5 Mod
 
A special ship to spy with... very small, like a probe?

Val October 24th, 2002 02:47 AM

Re: Babylon 5 Mod
 
Or more like their personal transports?

AGoetz October 24th, 2002 02:56 AM

Re: Babylon 5 Mod
 
If the Vorlons are going to have a auto-stealth spy ship, I propose no larger than Frigate (I'd prefer only an Scout or Escort size) - otherwise you'll be facing Spy Ships able to gut a Younger Race Battleship - and Tech-difference or no Tech-difference, that is getting a bit much ...

After all the Technomage illusion-ships are Frigate sized from memory - and I'm interested to see if they will be worth having in an actual game where their hidden flag could mean something (it's useless against the AI)

Fyron October 24th, 2002 02:59 AM

Re: Babylon 5 Mod
 
Val, prolly the personal transport or something.

Agoetz, it is supposed to be smaller than a scout.

Val October 24th, 2002 03:08 AM

Re: Babylon 5 Mod
 
AGoetz
Yeah, the hidden flag is pretty useless against the AI, though if the AI is using the Technomage illusionary ships (I'm working on a special Technomage ship design AI - though if PF wants to do the research file http://forum.shrapnelgames.com/images/icons/icon12.gif ), it could confuse a human player who isn't paying attention.

IF
Maybe a personal transport/flyer type thing then that will be pretty small, like between a fighter and scout. Give it some built in stuff and then you would be left to outfit it. Wouldn't be able to effectively carry more than a defensive weapon or so - if it hoped to have any sort of speed. Could give the same to all ancients, make it an observation ship. But we would have to give the ancient facilities an ability to scan and see whatever level cloak it is so it would be harder for the Vorlons and Shadows to spy on each other.

Nomor October 24th, 2002 03:17 AM

Re: Babylon 5 Mod
 
So is this for .33 or is it for .34? http://forum.shrapnelgames.com/images/icons/icon10.gif
Looks like Summer's finally over. It tried to snow today. http://forum.shrapnelgames.com/images/icons/tongue.gif (sorry off the topic http://forum.shrapnelgames.com/images/icons/icon10.gif )

[ October 24, 2002, 02:24: Message edited by: Nomor ]

Val October 24th, 2002 03:19 AM

Re: Babylon 5 Mod
 
.34 - don't want to delay .33 any longer than I have to.

Actually snowed here (in Mass) this morning, though it all melted by midday.

[ October 24, 2002, 02:28: Message edited by: Val ]

Fyron October 24th, 2002 03:29 AM

Re: Babylon 5 Mod
 
Val, I was going on the assumption that other ancients (Shadows, namely) would have real cloaking devices. So, the observation ship would be useless to them. And, there would be a scanner to see it available at Ancient Tech 1.

[ October 24, 2002, 02:30: Message edited by: Imperator Fyron ]

Val October 24th, 2002 03:37 AM

Re: Babylon 5 Mod
 
So far the only ancient I actually gave cloaks to is the Torvalus.

I don't really see the Kirshiac using them, or the Walkers, maybe the Mind Riders (I think they are the ones with the thought shield).

I'm still unsure about the Shadows cloaking, still kinda just see that as their way to hop into/out of Hyperspace and not so much as a way to monitor and sneak around.

Too bad we can't have a component with a disengage option...

pathfinder October 24th, 2002 04:37 AM

Re: Babylon 5 Mod
 
Val: Technomage research. Okies, I'll have to see what they have in the tech area file. If I can't get it done by Sunday it'll be another week as I go on a business trip next Tuesday.

Only Ancient I can find with cloaking is the Torvalus with the Shading Field.

[ October 24, 2002, 03:46: Message edited by: pathfinder ]

Fyron October 24th, 2002 04:48 AM

Re: Babylon 5 Mod
 
It's close enough to be modeled by a cloaking device. http://forum.shrapnelgames.com/images/icons/icon10.gif

Val October 24th, 2002 07:24 AM

Re: Babylon 5 Mod
 
Timstone
I can't find your E*Mail address, so figured I'd just post here. Tried something on frames 11 & 12 to extend the flares (I think those are right), what do you think? Excellent work on the gate animation BTW!!

WPOpen.zip

Dead Meat October 24th, 2002 08:00 AM

Re: Babylon 5 Mod
 
Quote:

I'm still unsure about the Shadows cloaking, still kinda just see that as their way to hop into/out of Hyperspace and not so much as a way to monitor and sneak around.
<font size="2" face="Verdana, Helvetica, sans-serif">While I don't have any of the books or AOG. I have seen all of the TV shows/movies (except for Crusade, to which I only saw the movie and the first 2 shows, and the episode where the Centauri homeworld get attacked). It has always been my belief that the Shadows (and some of the Ancents where able to cloak their ships).

Arguments can/have be made for boths side. But personaly I think the they do have some type of cloak techology that they used. I remember one website saying that they, the Shadows, where able to phase into a place inbetween normal space and hyperspace. Ofcourse shorlty after i read another site that said that they couldn't do it. But I think that if you take a look at some of the battles that the Shadows fought, especaly the battles where they set up an ambush, their is stronger evidence that they can cloak when they need/want too.

For example: The episode during the Narn-Centauri war where Gr'Kar warns the Narns about the up coming Centauri attack on their homworld. But the Narns still decided to attack the Centauri's supply lines only to be ambushed by the Shadows. Also, the episode where Londo told Mr. Mordan about the Narn mission to Z'ha'dum. Too which the Narns once again get the bad end of the Shadow Beam.

As for the fear of having a "phased" Shadow fleet over your Homeworld, well yeah, I can see where that would suck. So as the rep for the Shadows, I gerentee you no more than 2 ships above your homeworld at any given time.* How's that for a deal?

*Disclaimer: This offer void when I'm about to launch a sneak attack against you, your allies, or any other race that does not support my way of thinking.

Val October 24th, 2002 08:05 AM

Re: Babylon 5 Mod
 
Here is what I have for the 1.49.33 release so far:

1.49.33 - Made change to settings for combat modifier. Changed all Gas Giants to new size Groups to represent Orbital Colonies (Mid Range, Massive & Enormous), they have smaller facility and population allowances. Added Colony Pics for all the various types. Added new ruins tech (Universal Colonizer). Added more Intel and Events. Revised Reactors for all classes. Added new Derelict ships to planet pack. Added updated AI. Added new WPOpen pic. Reworked combat adjustments for ships and fighters, added Vorlon Personal Transport and added Scanner Jammers to Ancient Ships.

What do the rest of you think about Shadow Cloaking?

Dead Meat
Heh, love the disclaimer.

[ October 24, 2002, 07:07: Message edited by: Val ]

Fyron October 24th, 2002 08:40 AM

Re: Babylon 5 Mod
 
Derilect ships as planets? How does that work? I hope you can't load much population or facilities on to them. http://forum.shrapnelgames.com/images/icons/icon10.gif

AGoetz October 24th, 2002 08:48 AM

Re: Babylon 5 Mod
 
.33 sounds good to me.

The Universal Colonizer - is it be the same price as a normal Rock/Ice/Gas or is it more expensive?

Without a few Trade treaties, can the Shadows afford to support two ships over everyone else's homeworld http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 24th, 2002 09:04 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by AGoetz:
Without a few Trade treaties, can the Shadows afford to support two ships over everyone else's homeworld http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Most certainly. They can build bases that make them money, without having to remote mine. And, their ships have very low maintanence costs to boot. http://forum.shrapnelgames.com/images/icons/icon10.gif 2 shadow ships (esp. carriers) is a formidable force.

pathfinder October 24th, 2002 11:37 AM

Re: Babylon 5 Mod
 
Val: for whatever reason my hotmail is hosed, so me asking this here: any preference as to what ship size has allegiance converter (technomage)?

AI_research drafted and AI_designcreation done for Technomages except for AC ships http://forum.shrapnelgames.com/images/icons/icon12.gif They just need some playtesting

Also, shouldn't the AC III be available after psyco-tech III not II?

[ October 24, 2002, 12:13: Message edited by: pathfinder ]

Val October 24th, 2002 05:42 PM

Re: Babylon 5 Mod
 
PF
Not a problem http://forum.shrapnelgames.com/images/icons/icon7.gif I brobably made a typo, I'll check it. I wouldn't put the allegiance subverter on any particular ship yet, I'm going to put it on the Kamakazi (sp?) ship and just tell it to make a few of them, else the AI will go a bit crazy using them.

IF
The derelict ships (which I would still like to get a better pic for - maybe the derelict ship they found in that episode of Crusades) have 0 pop 0 facil, but some will have special techs on board. I basicly added a ship pic to the Planets.bmp and made it a rock planet (so it could be 'colonized'). A few show up here and there in the various systems, but with no techs. Then I added a few to other systems (including Hyperspace) that have ruins. In my test games I have seen (on average) 6 derelicts, 2 with tech on them. Never made it to settle one though, so it is still untested.
Too bad I can't make it generate a ship you can repair and tow back to base, then reverse engineer.

AGoetz
The Ancients can afford quite a bit in the way of ships, especially if they get a few treaties going.
The Universal Colonizer is more expensive, but hey, you don't have to worry about planet type when you go to colonize http://forum.shrapnelgames.com/images/icons/icon7.gif

Nomor October 24th, 2002 07:04 PM

Re: Babylon 5 Mod
 
Val: The pic from crusade of the derelict ship is very dark http://forum.shrapnelgames.com/images/icons/icon9.gif but I'll send shortly. (sorry.. you mentioned it before) The other pic is of the Drakh ship that crashed on a planet, but you have that already. http://forum.shrapnelgames.com/images/icons/icon10.gif
Sent just prior to this edit... should be there now. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 24, 2002, 18:57: Message edited by: Nomor ]

Val October 24th, 2002 08:25 PM

Re: Babylon 5 Mod
 
As always Master Librarian Nomor, thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

And thank you to PF for the technomage AI hint pickup as well http://forum.shrapnelgames.com/images/icons/icon7.gif

AGoetz October 25th, 2002 01:15 AM

Re: Babylon 5 Mod
 
Quote:

2 shadow ships (esp. carriers) is a formidable force.
<font size="2" face="Verdana, Helvetica, sans-serif">I can just picture it now - 2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting the Gaim Homeworld - whose Racial Point Defence weapon has a range of 1 ... http://forum.shrapnelgames.com/images/icons/icon9.gif

Dead Meat October 25th, 2002 02:15 AM

Re: Babylon 5 Mod
 
Quote:

2 Shadow Carriers loaded to the spines with Heavy Shadow Fighters with their long range and damage weapons orbiting the Gaim Homeworld - whose Racial Point Defence weapon has a range of 1 ...
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm well if thats the case then I'll save my self some time and just have one carrier with light fighters. Hows that?

AGoetz October 25th, 2002 02:34 AM

Re: Babylon 5 Mod
 
Could I have a look at the design specs for those fighters please. I want to see if I can design anti-fighter ships with at least twice the combat speed so that I can get them into range. After all if you're just going to use Light Fighters, there isn't a lot of room left for engines. http://forum.shrapnelgames.com/images/icons/icon7.gif

Should throw together a high tech start and see how many Shadow Fighters 60 PDF-Scattergun only Gaim Frigates can defeat ... Surely it's at least 5 http://forum.shrapnelgames.com/images/icons/tongue.gif What size Carriers will those be?

[ October 25, 2002, 01:36: Message edited by: AGoetz ]

Val October 25th, 2002 07:36 AM

Re: Babylon 5 Mod
 
Y'all are too funny!

Anyway - opinion time:

I'm thinking of the following ship types for the mod:
Civilian (B5 Standard Race) -80% Maint, -60% Combat
Corporate (B5 Standard Race) -65% Maint, -30% Combat
Military (B5 Standard Race) -50% Maint, 0% Combat
House (Centauri) -70% Maint, -15% Combat
Ancient (B5 Ancient Race) -75% Maint, +5% Combat
Tender (B5 Nomadic Race) -90% Maint, -30% Combat
Mercenary/Privateer (B5 Nomadic Race) -80% Maint, -15% Combat
Military (B5 Nomadic Race) -70% Maint, 0% Combat
Independent (Raiders) -75% Maint, -5% Combat

Fyron October 25th, 2002 09:29 AM

Re: Babylon 5 Mod
 
What's the reasoning behind this one:
House (Centauri) -70% Maint, -15% Combat

Val October 25th, 2002 04:08 PM

Re: Babylon 5 Mod
 
Ships are sponsored by one of the great Centauri Houses, where there are trained and outfitted, obviously their training isn't as good as standard military.

I was also thinking of adding the 3 Minbari Castes as different ship types mirroring the Civilian, Corporate and Military.

pathfinder October 25th, 2002 05:48 PM

Re: Babylon 5 Mod
 
Val: More PF spam! Sent ya the draft Technomage AI http://forum.shrapnelgames.com/images/icons/icon12.gif and the rest of the AI too http://forum.shrapnelgames.com/images/icons/icon10.gif

BTW ok by me on the type ship stuff.

Popcorn!...Peanuts! Get your latest PF B5 AI here.. http://forum.shrapnelgames.com/images/icons/tongue.gif

Latest B5 (non-gold) AI. Added technomage (draft) and tweaked all AI_research files.

1035562311.zip

[ October 25, 2002, 17:15: Message edited by: pathfinder ]

Lighthorse October 25th, 2002 06:26 PM

Re: Babylon 5 Mod
 
Val

Here another arguement for having WP's on planets.
Took this from Maxims of Bonaparte's.

"The fate of a Nation may sometimes depend upon the position of a fortress."

Sorry that I haven't joined in on the forum lately, due to demands of work and home.

Lighthorse

pathfinder October 25th, 2002 06:34 PM

Re: Babylon 5 Mod
 
Lighthorse: We got a saying in my gaming group: Real life first...

Lighthorse October 25th, 2002 08:07 PM

Re: Babylon 5 Mod
 
PF
Fair enought.
Lighthorse

Val October 25th, 2002 08:12 PM

Re: Babylon 5 Mod
 
Lighthorse
Real Life always has to come first, otherwise the game will suffer in the long run http://forum.shrapnelgames.com/images/icons/icon12.gif
I do like WPs in the regular game of SE IV, my argument has only been against them in the B5 Mod, not that I don't think they would be useful, just that they aren't in line with the B5 universe that I have read up on.

PF
Thanks for the latest / greatest, does it come with real butter or that fake oil stuff?

pathfinder October 25th, 2002 09:14 PM

Re: Babylon 5 Mod
 
Parkay http://forum.shrapnelgames.com/images/icons/icon12.gif

hehe...me having a fit with the bLasted Hyach in my test game of the new AI...mainly 'cause ahm too lazy to co-ordinate space yards to up my fleet and/or replace fighters. Those Hyach are using large mount particle cannon IV and heavy bolter iv in heavy cruisers with a single PD particle weapon. so far I have "only" lost one small planet in sector and all the defense on a tiny moon, not to mention 3 escort carriers, coupla hundred fighters and dozen or so destroyers, frigates and light cruisers. I find that I MUST use space born defenses of all "flavors" in order to survive. I have a heavy pulse space station a fighter station an anti-fighter station then a base space yard for repairs on all planets in the two contested systems. Been interesting...

BTW WPs have not been "involved" yet. Currently only put PD/anti-fighter weapons, sensors and armor on them. Oh and I can't build/emplace enough mines to more than be an inconvience to the Hyach...

[ October 25, 2002, 20:17: Message edited by: pathfinder ]

Val October 25th, 2002 10:01 PM

Re: Babylon 5 Mod
 
I can't believe it's not butter http://forum.shrapnelgames.com/images/icons/icon12.gif

Yeah, the Hyach will also have some new components in a bit that will make them an even harder opponent. That along with their special Stealth Sub ships... not a fun race to piss off. Good thing they have such a low birth rate and are pretty non-aggressive!

jimbob October 25th, 2002 11:38 PM

Re: Babylon 5 Mod
 
Quote:

I was also thinking of adding the 3 Minbari Castes as different ship types mirroring the Civilian, Corporate and Military.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes please! http://forum.shrapnelgames.com/images/icons/icon10.gif
And I like the nomad thing http://forum.shrapnelgames.com/images/icons/icon12.gif

Val October 25th, 2002 11:48 PM

Re: Babylon 5 Mod
 
Jimbob
I hoped you'd like the nomad stuff, it is based off of stuff you suggested mixed with some stuff I had put in for .33 http://forum.shrapnelgames.com/images/icons/icon7.gif

The only thing is, if I can get this out this weekend or so, any nomadic empire in the PBW should remake their EMP file.

jimbob October 26th, 2002 01:16 AM

Re: Babylon 5 Mod
 
Yah, and now I wanna play a nomad instead of these crappy... crpyy.. oh, what the heck was I playing again?

..oh yah, stinkin' Minbari! What was I thinking?

Edit: Val, I'll have the remote resource comps to you tomorrow night + some ship types.

[ October 26, 2002, 00:17: Message edited by: jimbob ]

Captain Kwok October 26th, 2002 02:05 AM

Re: Babylon 5 Mod
 
How many races are in this mod not including neutrals?

Edit:

Just thought I would make a legimate post to get to 2000.

[ October 26, 2002, 01:07: Message edited by: Captain Kwok ]

Atrocities October 26th, 2002 02:14 AM

Re: Babylon 5 Mod
 
2001th reply. Just had to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder October 26th, 2002 02:39 AM

Re: Babylon 5 Mod
 
Capt Kwok: 13 if I counted correctly.

LNAW, Raiders, Vree, Vorlons, Shadows, Earth Alliance, Narns, Centauri, Drazi, Pak'Ma'Ra (unless Val makes them neutral), ShagToth (Soulhunters), Minbari. Not sure where Val is going to put technomages, if regular then that makes 14 http://forum.shrapnelgames.com/images/icons/icon12.gif . The neutrals here generally get their own research and designcreation since they (or most do) have their own tech trees.

Whoooo...Twin arrays in WPs...saved a huge/rock-oxy planet from an attack by ~50 fighters (these had gotten by the orbital defenses)...

[ October 26, 2002, 02:19: Message edited by: pathfinder ]

Lighthorse October 26th, 2002 04:16 AM

Re: Babylon 5 Mod
 
[quote]Originally posted by Val:

Lighthorse Real Life always has to come first, otherwise the game will suffer in the long run http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks for at least for letting me state my thoughts on WP. If its not in B5 universe then it shouldn't be in the mod.
Are the Nomadic race ready enought to play?

[ October 26, 2002, 03:17: Message edited by: Lighthorse ]

Lighthorse October 26th, 2002 04:42 AM

Re: Babylon 5 Mod
 
Pathfinder,

I upload your later AI files.
I received the following errors;
Error Ai Reserach
Unknown valve "Psyco-tech control" for tech area name in record "Psyco-tech control".
Unknown valve "Psyco-tech control" for tech area name in record "Psyco-tech control".
Unknown valve "Psyco-tech control" for tech area name in record "Psyco-tech control".
Unknown valve "ShagToth Shag Toth weapon" for tech area name in record "ShagToth Shag Toth weapon".

Lighthorse

pathfinder October 26th, 2002 05:12 AM

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

I'll post the corrected AI later...should be Psyco-Tech not Psyco-tech DOH! http://forum.shrapnelgames.com/image...s/rolleyes.gif

AND need to delete that double shagtoth (they do not have advanced weapons) http://forum.shrapnelgames.com/image...s/rolleyes.gif

Thanks for pointing that out!

Lighthorse October 26th, 2002 06:38 AM

Re: Babylon 5 Mod
 
Pathfinder and Val,

I'm play testing the Shadows.
Neat weapons and ships are so cool.
They don't have small or medium satillites in they research areas? If B5 mod have no weapon platforms, and no satillites, that makes to a little hard to defence ones planets?
Also keeping tracked of research for the Shadows.
I will forward it to you later, Val.

Lighthorse

Dead Meat October 26th, 2002 08:37 AM

Re: Babylon 5 Mod
 
Lighthorse: Would you mind cc the research for the Shadows to me also so i can take a look at it for the game?

Lighthorse October 26th, 2002 10:14 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Dead Meat:
Lighthorse: Would you mind cc the research for the Shadows to me also so i can take a look at it for the game?
<font size="2" face="Verdana, Helvetica, sans-serif"> Dead Meat,

I have no problem cc you a copy, unless Val doesn't want us sharing that information. Tell you what, let's share the research on the Shadows. I'm at present at turn 137, with 59 items of research just completed. I plan to stop at turn 250. If you do the same, then we can exchange research notes. I would be very interested in what your researched for the Shadows, since you have been testing them too. So far the Shadows are un-stoppable. They only threat is EA, and that no contest. I'm have backed off the Shadows ( They would have won by turn 150), and just going to wait and watch the other AI empires slowly grow.
Dead Meat, you should have no problems with the Shadows, just remember the Narn Regime are on your side. We're friendly to the Shadows.

Lighthorse

[ October 26, 2002, 09:21: Message edited by: Lighthorse ]

pathfinder October 26th, 2002 02:49 PM

Re: Babylon 5 Mod
 
Lighthorse: Hmm...no satellites? The Shadows SHOULD have them....must me be an oversight on my part... http://forum.shrapnelgames.com/images/icons/blush.gif oops.... http://forum.shrapnelgames.com/images/icons/shock.gif

Edite: They do (currently) have up to level three (of 4 possible) satellite research. level 2 is about half-way down the research tree.

There are WPs but equipped only (in designcreation) with PD...they have proven useful in most of my tests as fighters are (with matter weapons) one of the few things that can destroy a planet without having to invade...

BTW ALL Shadow molecular-tech based weapons, both ship and fighter born can damage planets.

[ October 26, 2002, 16:13: Message edited by: pathfinder ]


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