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

Val October 29th, 2002 06:23 PM

Re: Babylon 5 Mod
 
Just dupe the extra frames for the beginning or end (or split them up between the two). So, if it is 18 frames, make frame 1-3 the same then start on frame 4.

Val October 29th, 2002 07:42 PM

Re: Babylon 5 Mod
 
SJ
So, since it will be on a planet, which is pretty much central, than it doesn't need a range of more than 30, right?

Suicide Junkie October 29th, 2002 10:26 PM

Re: Babylon 5 Mod
 
Assuming my guess of 50 is about right.
You can just give it a range modifier of +99, and not worry http://forum.shrapnelgames.com/images/icons/icon10.gif

The accuracy bonus will have to be at least +500, I think.

Fyron October 29th, 2002 11:52 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
IF
Probably has something to do with upper end damage limits. What is the highest value it can get?

<font size="2" face="Verdana, Helvetica, sans-serif">It doesn't get a RCE when I large mount it, where it has 50k damage. The upper damage limit is probably 256^2-1.

AGoetz October 30th, 2002 12:10 AM

Re: Babylon 5 Mod
 
Well, do you really need to put a Planet Killer in a Huge mount? http://forum.shrapnelgames.com/images/icons/icon10.gif

Does SEIV allow you to extend a weapon beyond range 20? I know you cannot create a base level weapon with a range exceeding 20 but will mounts let you break that?

[ October 29, 2002, 22:11: Message edited by: AGoetz ]

Shadow Master October 30th, 2002 01:17 AM

Re: Babylon 5 Mod
 
As far as I can tell mounting a range 20 weapon leaves its range at 20.

20 seems to to the max range http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron October 30th, 2002 01:45 AM

Re: Babylon 5 Mod
 
A mount can extend the range beyond 20, and it does work.

Val October 30th, 2002 03:30 AM

Re: Babylon 5 Mod
 
So, if I can keep it at 50k or less... As it is, the Planetary gun does 20,000 at 2k less per 2 hexes. Should kill any ship http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie October 30th, 2002 03:30 AM

Re: Babylon 5 Mod
 
Yep. It just dosen't show up on the component description.

AGoetz October 30th, 2002 03:49 AM

Re: Babylon 5 Mod
 
Put enough Structural Support on and even a Scout could survive that ... but I wouldn't want to see the build time for that Scout.

(Looked it up - 4000 'Structural Supports Class 3Fs' will absord 20000 points of damage - at a cost of 40000 minerals, 16000 organics and 4000 radioactives - never mind the build time, who could afford the maintance?)

So, if you know your foe has the Great Machine, lead all invasions with a wave of cheap sacrifical ships so that the WPs will target them first http://forum.shrapnelgames.com/images/icons/icon12.gif

Have you decided what size the super WP platform will be Val? I just wondering how many you can fit on a world. If it's greater than the capacity of a non-compatible atmosphere Huge world (ignoring Depots) then we really only need to watch for them on Breathable worlds.

[ October 30, 2002, 01:58: Message edited by: AGoetz ]

Val October 30th, 2002 04:01 AM

Re: Babylon 5 Mod
 
You need quite a few Depots to get the Planetary WP. It is 20000. Idea was to make it rather difficult to build more than a few. Would almost be better if I could give a random planet a weapon ability http://forum.shrapnelgames.com/images/icons/icon12.gif

Val October 30th, 2002 04:09 AM

Re: Babylon 5 Mod
 
Posting the .33 facility file (such as it is), what are y'all's general opinions on the new facilities at the bottom (Raider, Nomad & Ancient).

facility.txt

AGoetz October 30th, 2002 04:10 AM

Re: Babylon 5 Mod
 
So on a Huge Breathable world you would need at least a Depot or a HomeWorld Hub to fit one Great Machine (or at least two of Colony Hub, Manfacturing Hub, Military Outpost, Advanced Military Outpost). On a Large world 2 Depots/HW and one of the lesser cargo adders would be sufficient.

Just had a look at the .33 facility file - the Ancients fill me with terror for if some fool starts giving them worlds they are going to be unstoppable http://forum.shrapnelgames.com/images/icons/shock.gif . Of course, capturing established Ancient worlds could be very lucrative http://forum.shrapnelgames.com/images/icons/icon10.gif

[ October 30, 2002, 02:19: Message edited by: AGoetz ]

Dead Meat October 30th, 2002 05:18 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by AGoetz:
Of course, capturing established Ancient worlds could be very lucrative http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">lol, Over my dead Battle Crabs. http://forum.shrapnelgames.com/images/icons/icon7.gif Of Course, it might be better to make friends instead and have them "lone" you a moon or two. In exchange for some "services" that you could provide? http://forum.shrapnelgames.com/images/icons/icon12.gif

Val: The Factories look nice. Escpecally like the "Ancient Listening Post I". The Long Range Scanner will coming in handy.

Fyron October 30th, 2002 05:40 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Dead Meat:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by AGoetz:
Of course, capturing established Ancient worlds could be very lucrative http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">lol, Over my dead Battle Crabs. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That can be arranged... http://forum.shrapnelgames.com/images/icons/icon10.gif

AGoetz October 30th, 2002 05:46 AM

Re: Babylon 5 Mod
 
Of course it will be over your dead BattleCrabs - you don't think I'll pick on those Vorlon Squidships do you http://forum.shrapnelgames.com/images/icons/icon10.gif (Well, for a sufficent bribe I may be prepared to work for the dark side in the game - it really depends on who finds me first http://forum.shrapnelgames.com/images/icons/icon7.gif )

Val, as a programmer I have to spend time picking holes in things and I think I've spotted a possible flaw in your Great Machine as described. What is there to stop someone mounting normal weapons on a Great Machine Weapon Platform? In a 20000 kT space you can fit (for example) over 700 Packet Torpedo X launchers, or close to 700 Particle Concentrator Xs. Both of these would give a reload time of 2 and much higher damage capability. It would also take forever to build but I'm interested in seeing if you have an answer for this. If it's an honor system, I have no trouble with following that.

(Imagines Dead Meat's face when his BattleCrabs attack my homeworld - and 700 missiles launch every 2 rounds http://forum.shrapnelgames.com/images/icons/tongue.gif )

[ October 30, 2002, 03:49: Message edited by: AGoetz ]

Dead Meat October 30th, 2002 06:12 AM

Re: Babylon 5 Mod
 
LOL @ both of you. I'll just have to imagine what your homeworld looks like just before it gets destroyed by my planet killer. (Insert evil laugh here)

[ October 30, 2002, 04:13: Message edited by: Dead Meat ]

AGoetz October 30th, 2002 06:43 AM

Re: Babylon 5 Mod
 
(An attempt at an in-character reply)

The Senior Queens have been killed!

(A few moments pass. Then yet another round of civil war .. er .. vigourous Gaim voting takes place).

Long live the Senior Queens!

Fyron October 30th, 2002 08:16 AM

Re: Babylon 5 Mod
 
See how the Shadows only desire to destroy you? The Vorlons wish to guide you and protect you from the Shadows' evil influence.

Timstone October 30th, 2002 11:16 AM

Re: Babylon 5 Mod
 
Ugh, those Vorlons are wussies! Bunch of sissies with very advanced weaponery. http://forum.shrapnelgames.com/images/icons/icon12.gif They however have very cool voices.

Fyron October 30th, 2002 11:16 AM

Re: Babylon 5 Mod
 
:Marks Timstone for observation:

Timstone October 30th, 2002 11:25 AM

Re: Babylon 5 Mod
 
Hahaha... I'll dubble check my wardrobe for any camera's that aren't mine. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 30th, 2002 11:28 AM

Re: Babylon 5 Mod
 
Don't worry, you won't be able to find them.

Timstone October 30th, 2002 11:56 AM

Re: Babylon 5 Mod
 
Grr... damn those Vorlons with their ancient techs! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 30th, 2002 12:04 PM

Re: Babylon 5 Mod
 
Yeah, damn those Vorlons. Wait... I just damned myself... better get to bed before I do that again. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone October 30th, 2002 12:05 PM

Re: Babylon 5 Mod
 
Sleep tight! Be sure you take those sleeping pills before you tuck in, us Vree might pay you a little visit. http://forum.shrapnelgames.com/images/icons/icon10.gif

Timstone October 30th, 2002 12:28 PM

Re: Babylon 5 Mod
 
Val: posted the animations of the opening and closing of the jumpgate. Hope it won't be returned due to storage overflow.

Val October 30th, 2002 06:13 PM

Re: Babylon 5 Mod
 
AGoetz
Same idea as the Jump Gate, required components that are so big they fill most of the space.
As to the Packet Torps on the planet, well... in the new Comp pack there have been quite a few changes to the weapon systems. For the most part only PDF weapons can be put on WPs now. But a 20,000 kt WP filled with PDF weapons would be a nightmare to most fighters http://forum.shrapnelgames.com/images/icons/icon12.gif

Dead Meat
I'm actually curious to see if a Planet Killer actual makes an appearance in the PBW game...

IF
Added in your mini cloaked ship to observe Timstone http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone
Should be ok, have quite a bit of empty space there. Will look at tonight.

All
Any comments on the Nomad/Raider facilities? Jimbob?

AGoetz October 31st, 2002 12:34 AM

Re: Babylon 5 Mod
 
re : Nomad Facilities. (based on reading the file, not on plugging it in and trying)
So if you select Nomad (but not Raider) you can only build :
Homeworld Stronghold, Trading Port, Training Outpost and Nomadic Ship Yard, Recylcing Centre and Atmosphere Adjuster? I know you can have ships/bases produce resources through negative maintance, but what about Research and Intel? Only the Homeworld Stronghold produces any Research/Intel points at all (and not much then).

If you add Raider Tech then you do get some more Research/Intel producers, but they are never going to be able to wrest as much out of planet as a Standard Race - and in a straight out fight (read AI control) that would probably doom them. Under the control of naturally sneaky Human they should Last longer but if a Standard Race player decides to squash them they are going to have a problem - but I suppose that is true of Raiders in the real world - they can cause some damage but if the spotlight heads their way they have to move.

The Canuck October 31st, 2002 12:51 AM

Re: Babylon 5 Mod
 
one thing about raiders is that they never really had a "homeworld". they had bases and bought ships and such from the blackmarket and from real empires. so i think to make it fair make the raider homeworld should be invisible or have alot of shields or something so that i, i mean umm... SOMEONE who plays as the raiders doesnt get wiped out too easily. i mean he/she needs to have a chance http://forum.shrapnelgames.com/images/icons/icon7.gif

AGoetz October 31st, 2002 01:06 AM

Re: Babylon 5 Mod
 
Tell you what, The Canuck, the Gaim seem to be a practical species when it comes to politics - if we start close together and you promise to keep you raiding out of my sight (so we can have plausable denability) we may give you a few treaties and maybe let you have some tech. It all depends on your forces being available when we need some cannon fodder .. er .. forward scouts.

Fyron October 31st, 2002 01:24 AM

Re: Babylon 5 Mod
 
Hey, thats for the ancients to do, not the Gaim. http://forum.shrapnelgames.com/images/icons/tongue.gif

AGoetz October 31st, 2002 01:39 AM

Re: Babylon 5 Mod
 
Hmm, true. Possibly too forward looking for a species that only stopped killing themselves because they noticed that there were others around.
Ok then, the Raiders will be exterminated from my sphere of influence unless they can come up with some worthwhile bribe - and even if they do I'll still want my forward scouts http://forum.shrapnelgames.com/images/icons/tongue.gif

jimbob October 31st, 2002 01:53 AM

Re: Babylon 5 Mod
 
Quote:

one thing about raiders is that they never really had a "homeworld". they had bases and bought ships and such from the blackmarket and from real empires. so i think to make it fair make the raider homeworld should be invisible or have alot of shields or something so that i, i mean umm... SOMEONE who plays as the raiders doesnt get wiped out too easily. i mean he/she needs to have a chance
<font size="2" face="Verdana, Helvetica, sans-serif">The game isn't really set up for blackmarket buy/sell... mainly because the computer isn't smart enough to keep up with that sort of thing, but especially because you have to sell whole ships - now if you could sell individual components for plug and play... <<SEV maybe?>>

Really, whoever plays the raider/nomad race will have to roll play quite well - and they'll never really be a significant contender. They just need to be happy with playing the roll of "annoying jerk". Of course if anyone gets too irrate, it's byebye Nomad. In some ways it's the main players who need to roll-play accurately.

Val, the nomad fac. look good to me. Until the components can support research and intel, the nomads will just have to be underdogs.

Dead Meat October 31st, 2002 02:05 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
AGoetz
Dead Meat
I'm actually curious to see if a Planet Killer actual makes an appearance in the PBW game...

<font size="2" face="Verdana, Helvetica, sans-serif">Well then, just keep looking up. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 31, 2002, 00:06: Message edited by: Dead Meat ]

AGoetz October 31st, 2002 03:00 AM

Re: Babylon 5 Mod
 
Looking.

Looking.

Was that something over there?

Nope, nothing of importance. Just a Shadow fleet that forgot to include mine sweeping components http://forum.shrapnelgames.com/images/icons/icon10.gif

Val October 31st, 2002 05:01 AM

Re: Babylon 5 Mod
 
Nomads will have to rely more on reverse engineering http://forum.shrapnelgames.com/images/icons/icon12.gif

I will be adding a few other facilities for them (raiders and nomads).

I had thought about making the raider homeworld cloaked, but, it is a planet and if anyone tracked it down they would try to mow it down, then you'd be real raiders http://forum.shrapnelgames.com/images/icons/icon12.gif So, try to raid a few sectors away from your homeworld and make lots of local friends http://forum.shrapnelgames.com/images/icons/icon7.gif

I still have other facilities I am working on for the individual races (Psi-Core Base, Centauri Great House, Minbari Temple, Vree Trading Guild and such), I am open to suggestions for more. I would like to have at least 1 unique facility per race that is fitting to their persona, would prefer to have a min of 2 (one that is easy to get and one that requires a bit of research). So, what do y'all got http://forum.shrapnelgames.com/images/icons/icon7.gif

As to Shadow's without mine sweepers, I had mentioned a while back that I wanted to give all ancient class ships some minesweeping ability built in (based on ship size), what do y'all think of that?

Finally, I wouldn't barter for Gaim scouts, I WOULD barter for some Gaim boarding parties though http://forum.shrapnelgames.com/images/icons/icon7.gif

jimbob October 31st, 2002 05:16 AM

Re: Babylon 5 Mod
 
Val,

How about a planetary cloaking device in some of the upper Nomadic techs? Can't be that high up though, or they'd never be able to research it http://forum.shrapnelgames.com/images/icons/icon12.gif

Do they have access to normal cloaking technology like the other races?

Nomor October 31st, 2002 05:20 AM

Re: Babylon 5 Mod
 
Val: Re: Raiders Home Worlds - Could you not create tiny/small planets using bmp's of the existing Asteroid Belts (small/large).These would then represent hollowed out Asteroids, or old mined out asteroids. You could then give these "planets" certain abilities that would hide them (occupied status)from other players unless they either visited the asteroid or had the correct scanners.

You would have to give Raider Space Stations a low level cloaking ability http://forum.shrapnelgames.com/images/icons/icon6.gif if placed in Asteroid belts, maybe even give then a movement option say one per turn. http://forum.shrapnelgames.com/image...s/rolleyes.gif

You could give the raiders a special ability that would enable them to fit more colonist on these "planets". http://forum.shrapnelgames.com/images/icons/icon6.gif Other players could colonise these planets but would not be able to colonise to the same level.

Because you are using the same bmp's used for regular Asteroid Belts they would appear to be just another Asteroid unless you paid closer inspection. http://forum.shrapnelgames.com/images/icons/tongue.gif

You could use that Under Ground Refuge City bmp to represent their home base..? http://forum.shrapnelgames.com/image...s/rolleyes.gif (BMP's Oct21st)
You also have mail... http://forum.shrapnelgames.com/images/icons/icon10.gif ..for .34..is .33 ready? http://forum.shrapnelgames.com/images/icons/icon9.gif

[ October 31, 2002, 03:24: Message edited by: Nomor ]

AGoetz October 31st, 2002 05:24 AM

Re: Babylon 5 Mod
 
How much for a fully manned Gaim boarding ship? One use only (you can't repair what you can't build). Comes complete with 3 Gaim Class X boarding parties - take a Star Base with ease!

We have a bid from the Drazi of 25000 minerals. Counter bid from the EA of the moon Epsilon V A. And here comes a representive from the Shadows who bids the continued survival of the Gaim species. I think we have a winner here folks.

Fyron October 31st, 2002 05:25 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by AGoetz:
How much for a fully manned Gaim boarding ship? One use only (you can't repair what you can't build). Comes complete with 3 Gaim Class X boarding parties - take a Star Base with ease!

We have a bid from the Drazi of 25000 minerals. Counter bid from the EA of the moon Epsilon V A. And here comes a representive from the Shadows who bids the continued survival of the Gaim species. I think we have a winner here folks.

<font size="2" face="Verdana, Helvetica, sans-serif">LOL! Those evil Shadows. http://forum.shrapnelgames.com/images/icons/icon10.gif

Nomor October 31st, 2002 05:43 AM

Re: Babylon 5 Mod
 
Val: Re Shadow mine sweeping. In the final Shadow/Vorlon punch-up they did not detect the nuclear devices Sheridan had sown. I would be happier if the mine sweeping ability was restricted to certain vessels only, like their equivalent of the Tug. http://forum.shrapnelgames.com/image...s/rolleyes.gif
Although it might be better to make it a combined function of their scanner tech. If they can detect the mine then they can sweep it. http://forum.shrapnelgames.com/images/icons/icon6.gif However it would be nice if mines could at least be used to slow down their entry to a system. http://forum.shrapnelgames.com/images/icons/icon12.gif Don't make their mine sweeping too fast. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
Well good night all... nearly 4 AM this end.. http://forum.shrapnelgames.com/images/icons/shock.gif

[ October 31, 2002, 03:56: Message edited by: Nomor ]

HEMAN October 31st, 2002 06:00 AM

Re: Babylon 5 Mod
 
A THOUGHT VAL??, How about the( first ones) those cool looking ships, as a monster race perhaps like a setup like the DEVNULL MODE like??.

Val October 31st, 2002 07:29 AM

Re: Babylon 5 Mod
 
Jimbob
Not to sure about the planetary cloaking for nomads, almost want them to lose their planets in a way so they have to high tail it around the galaxy like the restless souls they should be http://forum.shrapnelgames.com/images/icons/icon12.gif How I do wish we could make Research/Intel components for ships...

Nomor
Great minds... earlier today I was thinking about adding a few asteroids as small rock/ice worlds that are colonizable. I wasn't so much thinking about it for the raiders only, but just as general planets out there. To my knowledge there is no way to specify what planet the Raiders would start on. Anyone know if this is possible other than in a scenario?
Never thought about giving stations a move other than in combat. What do y'all think?
I think I'll be posting .33 as soon as I zip it up. Not sure how big it'll be...
Good arguement on the Ancient mine detectors, let 'em research and mount them like everyone else http://forum.shrapnelgames.com/images/icons/icon12.gif

AGoetz
A certain Mr Morden to see you... http://forum.shrapnelgames.com/images/icons/icon7.gif

Heman
I like the idea, that might almost work more for some of the other Ancients that aren't as common (Kirshiac, Walkers, Torvalus, Mind Riders, Traid). I would still make those races so someone could include them if they wanted (in an alternate reality the Kirshiac decided to stick around, or some such) or to play an all ancient game. I will have to look at the Devnull mod - unless you want to pull out all the relevant bits and zip 'em on over to me http://forum.shrapnelgames.com/images/icons/icon12.gif

Dead Meat October 31st, 2002 08:39 AM

Re: Babylon 5 Mod
 
Val: The idea of a movable base out side of combat is intresting and has some possablities. Shorta like a "baseship" (no pun intended). http://forum.shrapnelgames.com/images/icons/icon12.gif It would be fun watching a group of raiders, following a slow moving base through a system, only to hit a mine feild that the Gaim seeded around the galaxy in the van hopes of slowing down the shadows that come for them in the night...

IF/AG: Was it not a human that said; "It is a man's own mind, not his enemy or foe, that lures him to evil ways."

Mr. Morden sends his regards.

Fyron October 31st, 2002 08:46 AM

Re: Babylon 5 Mod
 
Humans do not possess true wisdom.

(speaking from a Vorlon perspective, of course)

[ October 31, 2002, 06:51: Message edited by: Imperator Fyron ]

Val October 31st, 2002 09:47 AM

Re: Babylon 5 Mod
 
The blizzard has already started, it's to late for the snowflakes to vote... or something like that, those Vorlons are a cryptic lot, yes.

B5ModUpdate149-33.zip

Sorry to disappoint, but this 4+ MB update does not include the new shipsets yet. It does provide a ton of other changes.

Y'all ready to start PBW?

edit - In my tests, the 1.49-32 emps still work AOK. Saved games -however- are most likely going to be messed up beyond recovery.

IF
I have to reload my EMP file, I had set the Technomages as a Standard - rather than Nomadic - Race. In the final product the technomages will only have their own race trait, no others.

[ October 31, 2002, 07:53: Message edited by: Val ]

Fyron October 31st, 2002 10:12 AM

Re: Babylon 5 Mod
 
Close... its an avalanche and pebbles.

You should just email me a replacement empire file then. Or, email Geoschmo and ask him to remove your empire file.

I am ready to get this game started, but some people still haven't made empire files yet. http://forum.shrapnelgames.com/images/icons/icon9.gif

EDIT:
Val, I am going to create a test savegame and send it to you, to make sure that I have the mod files set up as they should be. ;-) b5mod@yahoo.com, right?

[ October 31, 2002, 08:19: Message edited by: Imperator Fyron ]

Val October 31st, 2002 10:20 AM

Re: Babylon 5 Mod
 
The quote is actually Londo trying to quote Kosh, and (in typical fashion) not quite getting it right. (from the Centauri trilogy of books).

I'll E*Mail it to u as soon as I fix, yes http://forum.shrapnelgames.com/images/icons/icon7.gif

yup, b5mod@yahoo.com.

[ October 31, 2002, 08:27: Message edited by: Val ]

Fyron October 31st, 2002 10:33 AM

Re: Babylon 5 Mod
 
The avalanche has already started... It is too late for the pebbles to vote... Unfortunate...

Email sent.


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