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Re: Babylon 5 Mod
The point is, the lower the natural to-hit is, the more effective the elite components become.
Also consider how valuable 4-8% worth of aggressiveness or defensiveness is worth to you during race setup. For just 10 kt or so per ship and a bunch of initial research investment, you get some hundred racial points worth of effect http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Babylon 5 Mod
Can any one post a comprehensive list of what is done, needs to be done, and what should be done for this mod? http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Babylon 5 Mod
Just an idea I had on how the armour system in the B5 mod could be made to work.http://forum.shrapnelgames.com/images/smilies/smile.gif
http://www.shrapnelcommunity.com/thr...?Number=320351 |
Re: Babylon 5 Mod
That doesn't make the armor work, it ruins it. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Babylon 5 Mod
AT:
Why would you like to have a list of what needs to be done? Just for your entertainment...? http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Babylon 5 Mod
1 Attachment(s)
Attached are updated armor techarea descriptions.
A sledgehammer of knowledge. |
Re: Babylon 5 Mod
Downloading them ríght, will take a look at them in just a few minutes.
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Re: Babylon 5 Mod
ok, took a look. It sounds better now, but i still dont know if we are able to keep all amors. Its mainly because we will add new weapons and most probably balance the rest. Most weapons wont have use against high-tech armor due to the large shield-from-damage abiliy. We will come back to armors later.
As promised, attached is the faciliy file i created, only featuering one level from each building. The actual values for ressource and research generation are still pending, but it looks fine this way. Homeworld produce about 12k ressources each, 12k research and construct with about 4000 of each ressource on average sized (2000 million) worlds. Put in into a facility file if you want to take a look at it. The way it is setup is due to homeworlds. Currently homeworlds have 1 spaceport, 1 resupply depot and the rest are homeworld complexes, called Megalopolis. Names are pending, too. If you have suggestion, come with it. Name := Distribution Centre I Description := 0 Facility Group := Hub Facility Family := 2 Roman Numeral := 1 Restrictions := None Pic Num := 225 Cost Minerals := 6000 Cost Organics := 1500 Cost Radioactives := 3000 Number of Tech Req := 0 Number of Abilities := 5 Ability 1 Type := Spaceport Ability 1 Descr := Distributes ressources and makes them available for the empire. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Provides storage space, increases ressource storage by 10000 each. Ability 2 Val 1 := 10000 Ability 2 Val 2 := 0 Ability 3 Type := Resource Storage - Organics Ability 3 Descr := Ability 3 Val 1 := 10000 Ability 3 Val 2 := 0 Ability 4 Type := Resource Storage - Radioactives Ability 4 Descr := Ability 4 Val 1 := 10000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Shield Generation Ability 5 Descr := Increases a planets damage resistance, simulated by adding 250 shield points. Ability 5 Val 1 := 250 Ability 5 Val 2 := 0 Name := Fuel Dock I Description := 0 Facility Group := Hub Facility Family := 3 Roman Numeral := 1 Restrictions := None Pic Num := 201 Cost Minerals := 6000 Cost Organics := 1500 Cost Radioactives := 3000 Number of Tech Req := 0 Number of Abilities := 5 Ability 1 Type := Supply Generation Ability 1 Descr := Allows vessels to get resupplied when docking at the planet. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Provides storage space, increases ressource storage by 5000 each. Ability 2 Val 1 := 5000 Ability 2 Val 2 := 0 Ability 3 Type := Resource Storage - Organics Ability 3 Descr := Ability 3 Val 1 := 5000 Ability 3 Val 2 := 0 Ability 4 Type := Resource Storage - Radioactives Ability 4 Descr := Ability 4 Val 1 := 5000 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Shield Generation Ability 5 Descr := Increases a planets damage resistance, simulated by adding 200 shield points. Ability 5 Val 1 := 200 Ability 5 Val 2 := 0 Name := Espionage Camp I Description := 0 Facility Group := Intelligence Facility Family := 51 Roman Numeral := 1 Restrictions := None Pic Num := 230 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Point Generation - Intelligence Ability 1 Descr := Agents perform training worth 500 intelligence points per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 75 Ability 2 Val 2 := 0 Name := Medical Center I Description := 0 Facility Group := Population Support Facility Family := 701 Roman Numeral := 1 Restrictions := None Pic Num := 226 Cost Minerals := 7500 Cost Organics := 3500 Cost Radioactives := 2500 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Modify Reproduction - System Ability 1 Descr := Keeps population more healthy, therefor increasing the systemwide reproduction rate by 2%. Ability 1 Val 1 := 2 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 125 shield points. Ability 2 Val 1 := 125 Ability 2 Val 2 := 0 Name := Shield Generator I Description := 0 Facility Group := Population Support Facility Family := 703 Roman Numeral := 1 Restrictions := None Pic Num := 234 Cost Minerals := 5750 Cost Organics := 2250 Cost Radioactives := 4500 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Planet - Shield Generation Ability 1 Descr := Able to protect the planet through a forcefield, severaly weakening weapons, simulated by adding 750 shieldpoints. Ability 1 Val 1 := 750 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 75 Ability 2 Val 2 := 0 Name := Entertainment Complex I Description := 0 Facility Group := Population Support Facility Family := 703 Roman Numeral := 1 Restrictions := None Pic Num := 212 Cost Minerals := 6000 Cost Organics := 2500 Cost Radioactives := 2500 Number of Tech Req := 0 Number of Abilities := 2 Ability 1 Type := Planet - Change Population Happiness Ability 1 Descr := Population can relax and enjoy here, increases happiness by 3% per cycle. Ability 1 Val 1 := 3 Ability 1 Val 2 := 0 Ability 2 Type := Planet - Shield Generation Ability 2 Descr := Increases a planets damage resistance, simulated by adding 75 shield points. Ability 2 Val 1 := 75 Ability 2 Val 2 := 0 Name := Research Laboratory I Description := 0 Facility Group := Research Facility Family := 2001 Roman Numeral := 1 Restrictions := None Pic Num := 206 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Point Generation - Research Ability 1 Descr := Scientists perform experiments worth 500 research points per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Point Generation - Intelligence Ability 2 Descr := Security grants 50 intelliegence point per cycle. Ability 2 Val 1 := 50 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Mining Outpost I Description := 0 Facility Group := Resource Extraction Facility Family := 2051 Roman Numeral := 1 Restrictions := None Pic Num := 202 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Mines 500 units of metal, ore and equivalent ressources per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Increases empire storage for hard ressources by 1000 units. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Farming Station I Description := 0 Facility Group := Resource Extraction Facility Family := 2052 Roman Numeral := 1 Restrictions := None Pic Num := 203 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Harvests 500 units of food, biomatter and equivalent ressources per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Organics Ability 2 Descr := Increases empire storage for soft ressources by 1000 units. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Power Plant I Description := 0 Facility Group := Resource Extraction Facility Family := 2053 Roman Numeral := 1 Restrictions := None Pic Num := 227 Cost Minerals := 2500 Cost Organics := 500 Cost Radioactives := 1000 Number of Tech Req := 0 Number of Abilities := 3 Ability 1 Type := Resource Generation - Radioactives Ability 1 Descr := Creates 500 units of energy, radioactives and equivalent ressources per cycle. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Radioactives Ability 2 Descr := Increases empire storage for power ressources by 1000 units. Ability 2 Val 1 := 1000 Ability 2 Val 2 := 0 Ability 3 Type := Planet - Shield Generation Ability 3 Descr := Increases a planets damage resistance, simulated by adding 50 shield points. Ability 3 Val 1 := 50 Ability 3 Val 2 := 0 Name := Construction Yard I Description := 0 Facility Group := Ship Construction Facility Family := 2101 Roman Numeral := 1 Restrictions := None Pic Num := 196 Cost Minerals := 12000 Cost Organics := 4000 Cost Radioactives := 12000 Number of Tech Req := 0 Number of Abilities := 4 Ability 1 Type := Space Yard Ability 1 Descr := Allows space-based construction of ships and bases. Constructs with 2500 units per ressource. Ability 1 Val 1 := 1 Ability 1 Val 2 := 2500 Ability 2 Type := Space Yard Ability 2 Descr := Ability 2 Val 1 := 2 Ability 2 Val 2 := 2500 Ability 3 Type := Space Yard Ability 3 Descr := Ability 3 Val 1 := 3 Ability 3 Val 2 := 2500 Ability 4 Type := Planet - Shield Generation Ability 4 Descr := Increases a planets damage resistance, simulated by adding 350 shield points. Ability 4 Val 1 := 350 Ability 4 Val 2 := 0 Name := Cargo Warehouse I Description := 0 Facility Group := Storage Facility Family := 2151 Roman Numeral := 1 Restrictions := None Pic Num := 216 Cost Minerals := 9000 Cost Organics := 2440 Cost Radioactives := 1965 Number of Tech Req := 0 Number of Abilities := 5 Ability 1 Type := Cargo Storage Ability 1 Descr := Can store cargo worth 1000 kT. Ability 1 Val 1 := 1000 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Provides storage space, increases ressource storage by 7500 each. Ability 2 Val 1 := 7500 Ability 2 Val 2 := 0 Ability 3 Type := Resource Storage - Organics Ability 3 Descr := Ability 3 Val 1 := 7500 Ability 3 Val 2 := 0 Ability 4 Type := Resource Storage - Radioactives Ability 4 Descr := Ability 4 Val 1 := 7500 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Shield Generation Ability 5 Descr := Increases a planets damage resistance, simulated by adding 25 shield points. Ability 5 Val 1 := 25 Ability 5 Val 2 := 0 Name := Megalopolis I Description := 0 Facility Group := Hub Facility Family := 1 Roman Numeral := 1 Restrictions := None Pic Num := 219 Cost Minerals := 6000 Cost Organics := 1500 Cost Radioactives := 3000 Number of Tech Req := 0 Number of Abilities := 9 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Earns 500 units of each ressource per cycle. Ability 1 Val 1 := 501 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Organics Ability 2 Descr := Ability 2 Val 1 := 501 Ability 2 Val 2 := 0 Ability 3 Type := Resource Generation - Radioactives Ability 3 Descr := Ability 3 Val 1 := 501 Ability 3 Val 2 := 0 Ability 4 Type := Point Generation - Research Ability 4 Descr := Earns 500 point of research and 100 points of intelligence per cycle. Ability 4 Val 1 := 501 Ability 4 Val 2 := 0 Ability 5 Type := Point Generation - Intelligence Ability 5 Descr := Ability 5 Val 1 := 100 Ability 5 Val 2 := 0 Ability 6 Type := Planet - Shield Generation Ability 6 Descr := Majorly ncreases a planets damage resistance, simulated by adding 250 shield points. Ability 6 Val 1 := 250 Ability 6 Val 2 := 0 Ability 7 Type := Space Yard Ability 7 Descr := Increases construction rate by 250 ressources each and allows production of spaceborn units. Ability 7 Val 1 := 1 Ability 7 Val 2 := 150 Ability 8 Type := Space Yard Ability 8 Descr := Ability 8 Val 1 := 2 Ability 8 Val 2 := 150 Ability 9 Type := Space Yard Ability 9 Descr := Ability 9 Val 1 := 3 Ability 9 Val 2 := 150 |
Re: Babylon 5 Mod
You should probably attach large amounts of text like that instead of posting it all.
Large amounts of SFD? Wha? The inert armors have none. They cover early and midgame tech. Even the most advanced armor (emissive)provides: 10kt -> 25 SFD + 25 emissive 45kt -> 30 SFD + 30 emissive 80kt -> 35 SFD + 35 emissive 115kt -> 40 SFD + 40 emissive End game weapons do plenty more than 50 damage per hit, and surely more than 100. - Plus, any weapons with "skips armor" damage type get to ignore the SFD/Emissive ability of the advanced armor. - Also, any weapons with "skips shields" damage type get to ignore half of the SFD/Emissive ability. PS: Should I change the ability tags on these armors from the do-nothing regular abilities to real AI Tags? If so, which number ranges are available? |
Re: Babylon 5 Mod
In the future, you might want to attach such large blocks of text as text files, rather than put it all in the post.
You have "resource" misspelled with an extra 's'. The Megalopolis seems a little cheap to build. |
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