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Re: Babylon 5 Mod
Question:
Why do resource facilities only have the amount they store in the description, and not how much they produce? Question 2: So we have scrapped the idea of the ancients being able to make money off their bases via the Ancient Ship component? [ October 31, 2002, 08:57: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Val:
I think you accidentally switched the tonnage and damage resistance of the Ancient Reactors bigger than the Light one. Comparing them to all the other types of reactors, the Massive Ancient Reactor is 35kT, 20 HP, and the Massive Fusion, AM, and Gravimetric Reactors are all 20kT, 35 HP. If the Ancient Reactor's values are switched, then the larger ones become better than the Light Ancient Reactor. As it is, the Light Ancient Reactor is the best ancient reactor. |
Re: Babylon 5 Mod
Oh dear Val, looks like it you messed up with the reactors. Haha... you should have sticked with my values, hehe... http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
dang it all... I'm really beginning to hate the reactors... Funny thing is I did use yours as a guide http://forum.shrapnelgames.com/images/icons/icon12.gif
Yeah, the ancients did lose that ability (as did everyone else), but it may be put back in depending on how tough a time the Ancients and Nomads are having. Really want to test it. |
Re: Babylon 5 Mod
The bases don't make very many resources. If you take some maintenance reduction trait, then the bases make less money. So, it is kinda balanced against the lowered cost the ships you have. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Only three more race files to go on the game server ...
I think I will grow to like Gaim Bulkheads - they aren't as efficient as standard armor in this mod, but you get them quite early and they are one of the few things that are guaranteed to take the blows first. |
Re: Babylon 5 Mod
Val said,
Quote:
IF: Well, I'm waffling on the "playing the nomad" question. I guess now that .33 is out, I'll look it over tomorrow at lunch and maybe trade in being Minbari for the lowly nomads. (That is, if people are willing to play in character and let me scrape out an existance and not just gobble me up like some small unimportant subspecies. Oh, wait, the shadows would actually be playing in character if they did that. http://forum.shrapnelgames.com/images/icons/icon10.gif And so would the Narn, and the Centauri...). I guess I'll need to know from you how I go about 'bequething' my Minbari Empire in exchange for the Nomadic race. [ November 01, 2002, 03:58: Message edited by: jimbob ] |
Re: Babylon 5 Mod
Well... could find a replacement to take over the Minbari. This replacement would then sign up for the game as the empire you will play. He makes the Minbari empire file and sends it to you, you upload it. You make the nomad empire file and send it to him, he uploads it. After I create the game, I will kick you two from it, and then reassign you to the proper empire. This would allow the player order to be maintained. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
IF: Re: The PBW game, there is a line that states:- Retroseries building is not a bug http://forum.shrapnelgames.com/image...s/confused.gif , could you explain what this means? http://forum.shrapnelgames.com/image...s/rolleyes.gif
Ta.. in advance. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Retroseries building is where you take advantage of the maximum cost to retrofit between 2 ship designs to get a ship build more quickly. You design intermediate designs that are within the cost cap of the previous design, but cheaper than the final design, so that it takes a few turns less to build the ship. Then, retrofit it until it is the desired design.
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Re: Babylon 5 Mod
Hell I do that all the time... glad to know what I was doing... Thanks http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
On a side note: Retrosynthesis is the process of breaking a carbon compound into smaller units in order to develop a method for synthesizing the compound.
Of course, this has nothing to do with SE:IV, unless you consider the hard work of scientists developing such things for your empire. What the hell did you think they were doing in those grey lab buildings anyways? |
Re: Babylon 5 Mod
Val- have you added the changes to the Pulse and Pulse/laser weapons in .33? It's just that i swear that the weapons are the same as before.
If you have changed them for.33 could you tell me what you've do to them? |
Re: Babylon 5 Mod
*Scratches partially frozen head*
What the heck do ya do with a derelict ship? One CAN colonize but to no benefit...ship capture? |
Re: Babylon 5 Mod
Quote:
It just makes it interesting insted of finding new techs just on planets. |
Re: Babylon 5 Mod
oh, ok. just wondering...drew a blank on first one http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks!
Val: In a test game with .33 the EA are producing multiple trading Posts, is this intentional and if so why? [ November 02, 2002, 19:09: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Impressions from current game :
Technomages (as per default AI file) are screwed - they're homeworld has a Place of Power and nothing else. There is something wrong with Brakiri Graviton Mines - they travel two squares then disappear even though they have damage out beyond range 10. It's making my current border war rather easy as all of their newest designs carry only these as their offensive payload. Like the new graphics for planet colonization. |
Re: Babylon 5 Mod
IF: Could I just change the email address to which the turn is sent to be Stargrazers, and then have him join as the Nomadic Race and submit with my email address?
I hope it's okay with everyone if Stargrazer take the Minbari, and then I'll go Nomad Val: I'll play a Nomadic race... is there one with a snazzy ship set that I should choose? |
Re: Babylon 5 Mod
No. You need to change the entire PBW account, not just the email address. It is easier that way.
Here is what needs to be done: 1) Stargrazer needs to make his Minbari empire file and email it to Jimbob. Jimbob then uploads it to the site, as he is the Minbari currently. 2) Stargrazer needs to quit and rejoin as whatever empire name Jimbob will be using. 3) Jimbob sends Stargrazer his empire file, and Stargrazer uploads it to the site. 4) Someone else can now be the Drazi. Since they are 2nd to Last player in the list, them losing their player number doesn't matter too much. 5) I create the game. Then, Jimbob and Stargrazer can quit, and the Nomad and Minbari empires remain in their current slots. 6) Stargrazer rejoins as the Minbari, Jimbob rejoins as the Nomads (or whatever they will be called). 7) All is well. http://forum.shrapnelgames.com/images/icons/icon10.gif If Jimbob quits now, then the Minbari will be removed from their low player number, and will go near to Last (if not Last). This goes against what we had decided to do with the player order, so I would not prefer that to happen. [ November 02, 2002, 23:24: Message edited by: Imperator Fyron ] |
Re: Babylon 5 Mod
Is there anyway to get more main races in a game without having to create them from scratch? As at the mo the max is 7 main empires? Oh and you can't change it in the settings text either, thats only on SE4 GOLD.
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Re: Babylon 5 Mod
When creating the game, create some empires to be run by the AIs. Either load them from .emp files, or create them from scratch. Make sure to check the "Controlled by AI" box for each race that you want to be run by the AI (in the Edit Race window).
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Re: Babylon 5 Mod
IF: Having some problems with uploading the new Minbari .emp in place of the old one, can you give me some pointers?
Anyone: Any ideas on how the Lorkan would play? Needing some insight into their character so that I can play... er.. in character. |
Re: Babylon 5 Mod
Send an email to Geoschmo asking him to remove the old one. That is the only way to get it removed.
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Re: Babylon 5 Mod
Great Planetary Gun not allowed for the Great Planetary Weapon Platform? Isn't for the Minbari in my current game...
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Re: Babylon 5 Mod
You could give normal weapon platform guns the Engine ability. Have normal WPs have a high max engines, so that they can have as many weapons as will fit. Then, the Gropos WP would have 0 max engines. It would only be able to have the huge mega cannon thingy on it, and would not be allowed to have normal weapons on it. Of course, this requires that all of the weapons placable on WPs have to a different entry than the ship Versions of them, which might be too much work. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Yikes! The Pak'Ma'Ra sure believe in invasion....3 fleets, one an assult fleet with ~750 elite pak-e-mon GROPOS..whaaa.....lost a whole system to them so far. The other two fleets are straight glass the planet/wipe the floor with the Minbari fleet http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Current game status report : as the Gaim.
I've grabbed ~12 systems and am just trying to defend against all comers (I'm not at war, I'm just not signing any treaties). Currently in contact with the EA, Vree, Markab and Minbari (was in contact with the Technomages - but seeing as the standard AI file for them probably should still mention Nomad tech, they are now a productive planet supplying me with O2 breathers) and I'm going to have to build some new fleets after a Vree thrust (1 H Cruiser and 6 Cruisers) came through a Jump Point they hadn't exploited before and crushed the 7 Destroyers and 1 Frigate I had there - fortunately it's a dead system (asteroids only) and I was able to vector reinforcements to prevent them breaking out of the system. At least it's helping my tech - I can currently mix and match Gaim, EA and Vree weapons on my ships - and once the Markab and Minbari start sending anything more than a Scout my way I'll try to grab them too. Currently spending 84K minerals on ship maintance - and with the exception of the first H Cruisers rolling of the production lines my heavist ship is a Destroyer ... Designs in use : Biting Ant : (Destroyer Hull, 2 Particle Concentrators, 1 PDF Scattergun, rest engines and bulkheads) Stinging Wasp : (Frigate Hull, 1 Gaim Boarding Party, 3 Packet Torpedoes (next generation will mount an EA missile system), engines and bulkheads) Just started producing Red Ant : (H Cruiser Hull, 6 Particle Concentrators, 2 PDF Scatterguns, engines and bulkheads) This is being interesting - hope I don't get an RCE. [ November 03, 2002, 23:10: Message edited by: AGoetz ] |
Re: Babylon 5 Mod
Nice progress report, good to read.
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Re: Babylon 5 Mod
IF: Ok. We've done everything up to the point of
Quote:
I want to make sure that my first turn isn't run by the computer - that would be a lot of wasted research points! [ November 04, 2002, 17:53: Message edited by: jimbob ] |
Re: Babylon 5 Mod
I'll just kick you guys and reassign you to the other slot after I upload the game file. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Babylon 5 Mod
Bug search : Nomads can not build their Resource Ships - the Resource ship requires a Life Support component and the Nomads doen't seem to have one.
Got an RCE in the game I described below, I've sent the saves to Val. Some of the ships built are a bit silly - the Shadows built a Space Yard Ship - with no Space Yard, just a LOT of engines (Advanced Fusion engines on a Cruiser Hull giving a speed of 25!). |
Re: Babylon 5 Mod
When testing the new Version I encoutered an ancient bug with the shadows.
External cargo pods are in the same familiy as human computers but higher in upgrade priority. Thus the upgrade option cannot be used with shadow ships(at least not efficiently) and cargo ships cannot be computerized! |
Re: Babylon 5 Mod
Val,
1.49.33 has improved the AI somewhat. Between turns fifty to eighty the AI started to used bLaster cannons. The Shadow mounted four medium bLasters cannon II in a frigate, but also installed four living CPU too. What that 12000 minerial and 12000 organics for 4 living CPUs. I discovered the great machine in a planet ruins, researched it and wow, there some fire power there. I tried designing great machine weapon platform, but couldn't get the great weapon itself. Got the platform, but no gun. The gun itself show in the weapon report, but not in the created weapon platform. Neat improvements to 1.49.33. Lighthorse |
Re: Babylon 5 Mod
Hate it when I miss a few days, so much to catch up with http://forum.shrapnelgames.com/images/icons/icon7.gif
IF Working on fixing the ancient reactor typo, as I don't imagine these will be researched in PBW before next patch, all should be ok. I like the engine idea, may have to try that. Jamorobo Same with Pulse weapons. Not sure what I did, but somehow I didn't save the updates. That is twice now! PF The Derelict Ship (or planet) is (as Jamorobo said) a place to find some unique techs, you may actually find one in one of the hyperspace sectors, cloaked by the storms... the others are just incidental. Multiple trading Posts?!? That's odd. Only the EA? Lighthorse Glad u like, send all AI compliments c/o PF http://forum.shrapnelgames.com/images/icons/icon12.gif Have yet to encounter the gun myself, so unsure of how it works/doesn't work, but I will look into that. It is vicious, hate to run into one with any fleet! AGoetz Will look into the Brakiri Grav Mines. The needed LS component for Resource ships is in the Nomadic Mining components. The remote gathers they have contain 1 LS component each. As to the Technomages, they need to have Nomadic as well (for now), they will get dupe basic facilities as the nomads, so u won't need to give it to them later. Shadow Master Thank you for hitting the nail on the head with the Living CPU and Cargo Pods, never noticed the dupe family #s, that will help a lot! Jimbob The Lorkans are a race that stole (scavenged) most of their tech from others, mostly from dead races and derelicts. They do have some advanced tech, but don't even totally understand what they have. They are wheelers and dealers. Kinda like scavenger Brakiri IMHO. Gonna count on ya to let me know where these Nomads will need some boosts to make them more viable in a game. [ November 05, 2002, 04:29: Message edited by: Val ] |
Re: Babylon 5 Mod
Jimbob:
Are you planning on playing the Drazi, or a different race? If it is a different race, Stargrazer needs to quit and rejoin the game using the name of that race. |
Re: Babylon 5 Mod
Val: Yeah, only noticed in EA but that is only game I have had that I let the AI run amok in http://forum.shrapnelgames.com/images/icons/icon12.gif
I'll start another game and see if that race (ShagToth I guess) to see another one does it too... Noticed same deal with the Great machine....can research the WP but the gun does NOT show in the weapons available for it. The weapon shows up when you design a ship (hehe, no ship big enuf, not even baseships, to hold the gun http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
Re: Babylon 5 Mod
re : Great Machine problems. There is a typo in the data file and it is assigned to Vehicle Type 'Ship', correct this to 'WeapPlat' and see if it works (I don't have a save where I've found the great machine to test this).
[Planetary Gun (Great Machine) is the Last entry in the Components.txt file if you can't find it] [ November 05, 2002, 05:56: Message edited by: AGoetz ] |
Re: Babylon 5 Mod
Thanks AGoetz,
Its "WeapPlatform" to correct it the problem and its works. Lighthorse [ November 05, 2002, 06:58: Message edited by: Lighthorse ] |
Re: Babylon 5 Mod
Val: Checking the ShagToth and trading Posts...these numbskulls do not put down multiple trading Posts. They build a manufacturing colony behind the trading post http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Babylon 5 Mod
Apparently I need a hoard of editors and code checkers in my wake http://forum.shrapnelgames.com/images/icons/icon12.gif Thanks AGeotz!
Haven't had time to check the facility thing on my system, will try tonight. |
Re: Babylon 5 Mod
Val: Brakiri doing the same as the ShagToth, except they put down say a mining colony then trading post then manufacturing colony...seems redundant to me..but maybe not. I usually put a trading post down then a ship build facility...the manufacturing colony does same plus the added storage and boost to production...maybe a wash...
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Re: Babylon 5 Mod
On another note: I just visited the old Agents of Gaming site. Looks like they are now out of business, guess the B5 Wars materials were their bread and butter and with that gone so are they.
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Re: Babylon 5 Mod
Yeah, really sucks. Do you (or anyone) have the forum links for AoG? They had mentioned that they might make the wip stuff available as d/ls.
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Re: Babylon 5 Mod
http://b5wars.agentsofgaming.com/
I believe it is moving soon, so maybe go there and find out where/when. |
Re: Babylon 5 Mod
Thanx!
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Re: Babylon 5 Mod
I just ordered a pile of books (all of them minus two), hope it will arrive within a month. The shippingtime from US to Holland, is usually two weeks. I can't wait. Agent One offered me the option to pay for it in two terms, these guys are great without that I wouldn't be able to buy the whole stock. Two thumns up for AoG!
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Re: Babylon 5 Mod
It is a shame they lost the liscence, they actually produced a decent product and didn't kill you with the prices.
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Re: Babylon 5 Mod
Question on shipsets for PBW: Do they have to 100% match? I have the ships I made up for several of the races in my B5 MOD folder; they aren't the "stock" set. (Gaim, Abbai, Pak'Ma'Ra, Drazi, Brakiri)
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Re: Babylon 5 Mod
Lighthorse/AGoetz: Yup, changing that entry works http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Babylon 5 Mod
Shouldn't matter, they are just pic files.
That being said, I also wanted to let y'all know that PF's new shipsets will be in .34 for sure (might be all that .34 is). I just did a little jiggery-pokery with them and are finishing them up as we speak - er type? The Pakmara are done, the Brakiri are in the process of getting a color change, the Drazi are getting a color change as well. Haven't started the Abbai or Llort yet. Gaim was pretty close to the colors originally used, so that should go quick. In all, 6 new ship sets (courtesy of PF) should be zipping their way into .34 very soon. There may also be an update to the Main.bmps for weach of the races. Can anyone find flags or symbols for the non-major races? Thanks! |
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