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Re: Babylon 5 Mod
Val: Kewl enuf http://forum.shrapnelgames.com/images/icons/icon12.gif
Brakiri emblem looks kinda like a gold ampersand (or stylized G) in a dark red or maroon circle. Pak'Ma'Ra looks like a US Army III Corps Trifoil (3 leaf/knife-blades at 120 degrees) with a red ring at 3/4 out on the diameter (p. 64 of Militaries of the League 1, AoG, Pshul'shi dreadnought bow). Vorlon looks like a grey background with a small red dot or circle followed by a larger red curved bar or comma(?). [ November 06, 2002, 03:56: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I have no idea what, if any, emblem the literature has for the Gaim, but if there isn't anything, can I suggest a small top view of an ant - I think one would fit in the available room.
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Re: Babylon 5 Mod
AGeotz
For the Gaim I used the flag that hung over their seats in the B5 Council chambers, kind of a clover. PF Don't actually have militaries of the league 1, can u scan and send, or try your hand at drawing it? Ditto for the Vorlons. |
Re: Babylon 5 Mod
I take it that that is the current emblem - it's fine.
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Re: Babylon 5 Mod
Val: Done, plus I added the stuff I used to make a Raiders main http://forum.shrapnelgames.com/images/icons/icon12.gif . e-mailed, hand-drawn (no scanner available).
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Re: Babylon 5 Mod
Agoetz
Yeah, kinda boring, and the green doesn't help the clover look... PF Thanks! I am almost done with the Gaim, Pakmara are done. I have a bunch of new Neutrals to add as well, I'll see if I can get Simon to do some history research on them. |
Re: Babylon 5 Mod
Ok, racial rundown:
Races that need General Info (and shipsets) - Drakh, Dilgar, Ipsha, Streib, Belt Alliance, Third Space Aliens, other ancients Races that need General Info (will become neutrals to replace Gaim, Abbai, Llort) - Lumati, Moradi, Children of Time, Golian If someone has at least a racial pic of a race not already in the game, we can then add it to the Neutrals (at the very least), so, anyone? |
Re: Babylon 5 Mod
Val: For what it is worth, that Vorlon stuff I saw somewhere in pic on a transport. Personally, I like the current main.
Hehe, I may be able to help with that first group, at least for SOME of the ships and a general.txt file. As for the second group, not sure I have heard/seen mention of them. [ November 06, 2002, 11:12: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I do like the current Vorlon flag as well.
Any help on any of them would be appreciated, btw, do u want me to send u the Pakmara/Gaim sets that I touched up before posting in .34? Yeah, the reason the second group is destined to be neutral is mostly because there is hardly any info on them to begin with http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Too bad I haven't got the books I've ordered yet. If I had, I could help you guys a little bit by making the Vree shipset complete... or another shipset.
Val: Did you receive the little pic I've send you? If so, did you like it? Is it usefull for me to make a dozen more? |
Re: Babylon 5 Mod
Val: naw, I'll get them along with everyone else http://forum.shrapnelgames.com/images/icons/icon12.gif . One comment, especially on the Brakiri, is scale...seems some of the ships are NOT to scale (Brakiri escort is huge compared to the light cruiser http://forum.shrapnelgames.com/image...s/rolleyes.gif ). Did you re-size those or does it not matter? I could but I seem to have some difficulty getting that aspect "right". http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif
Timstone: I tried to make some Vree ships but they looked like upside-down plates of dog poo http://forum.shrapnelgames.com/images/icons/icon12.gif Val: Question: Do you want the AI_general.txt files peicemeal or with the semi-complete race-style http://forum.shrapnelgames.com/images/icons/icon12.gif ? Got the draft Dilgar general and designame done..hehe [ November 06, 2002, 20:03: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Quote:
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Re: Babylon 5 Mod
I worked on the scale thing a bit for the Gaim and Pakmara, hope u like, will give the Brakiri the same treatment - though they are moving down my list due to the difficulty in getting their 'look' right. Tonight I might post a pic of one of the ships so you can see what I mean.
Fear not, I will get those Last few pesky Vree ships in the next release as well, I think I have the list of what is missing somewhere... I was just running out of pattern ideas for the Vree ships. I also got the pic u sent, sent u back an e*mail just a few minutes ago http://forum.shrapnelgames.com/images/icons/icon7.gif Though I did forget to ask if you might be interested in doing the Grom or Hurr ship sets? Or Cascor, or one of the other league races. The two races I am working on in my spare time are the Torvalus and the Ipsha. Not progressing fast, but having fn with them. The Kirshiac might be an easy one to do... |
Re: Babylon 5 Mod
Val: Ya, understood about the look bit. I cursed a storm trying to get the Brakiri Avioki to look good...oh well http://forum.shrapnelgames.com/images/icons/icon12.gif
Most of the way thru the Dilgar...though, like the Brikari, I am finding the right look hard to achieve on some of them. [ November 07, 2002, 01:16: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
I know getting the DoGA files from you has made life much easier in doing these http://forum.shrapnelgames.com/images/icons/icon12.gif Much easier to be able to manipulate them in DoGA than just PSP!
Looking forward to the Dilgar, gotta get Simon to make up the History and such for them http://forum.shrapnelgames.com/images/icons/icon7.gif Bout time we got a few more proper villians out there!!! |
Re: Babylon 5 Mod
Val: Possible source of RCE? http://forum.shrapnelgames.com/images/icons/icon7.gif
Playing as EA... In Designs in the Ship Design window when choosing "Only Latest" several key components disappear. Expanded Fighter Bay and Expanded Mine/Satellite Bay are all that is visible in the "Components Available (All)" window. Fighter Bay, Cobra Bay and Satellite Bay disappear. This is annoying, however it has more important side effects. http://forum.shrapnelgames.com/images/icons/icon9.gif When using the "Upgrade" option to improve your designs I have found that all the Cobra Bays on my Carriers get turned into Expanded Fighter Bays; not one Cobra Bay is shown. This of course is a Design Warning, and you cannot create this design while there are warnings... http://forum.shrapnelgames.com/images/icons/icon10.gif For the AI trying to upgrade Carriers this is a no.. no.. loop and most likely a RCE. http://forum.shrapnelgames.com/image...s/rolleyes.gif Would I be correct? Val: Are you resurrecting the Dilgar? http://forum.shrapnelgames.com/images/icons/icon10.gif What about the Zander? http://forum.shrapnelgames.com/images/icons/tongue.gif [ November 07, 2002, 02:02: Message edited by: Nomor ] |
Re: Babylon 5 Mod
"For the AI trying to upgrade Carriers this is a no.. no.. loop and most likely a RCE. Would I be correct?"
No RCE will result from that. The AI doesn't care about warnings, it will quite cheerfully make a ship that ignores them if you tell it to. Phoenix-D |
Re: Babylon 5 Mod
Ok.. Phoenix-D http://forum.shrapnelgames.com/images/icons/blush.gif , but might it not have a related effect say if the AI makes a Carrier and then tries to load it with fighters or puts fighter on board a Carrier and then tries to launch them during combat? http://forum.shrapnelgames.com/image...s/confused.gif This is not my area of expertise you gather. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Babylon 5 Mod
Dunno what will happen then. Most likely the AI will just ignore the ship..but then again you never know.
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Re: Babylon 5 Mod
Nomor: Hehe, I am almost done with A Version of the Dilgar. All I have left to do are the main, big explosion and shield pics to do http://forum.shrapnelgames.com/images/icons/icon12.gif
I make absolutely no guarantee that they look worth a darn... http://forum.shrapnelgames.com/images/icons/tongue.gif [ November 07, 2002, 03:52: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Everything else has looked pretty darn good!
Of course the Dilgar have to make a return, technically they haven't gotten killed yet http://forum.shrapnelgames.com/images/icons/icon12.gif The Zander? Now you've got me, don't recall them off the top of my head. The Xon where the other race on Centauri Prime, the Hyach-doh the other race in the Hyach system, I know a few others, but I don't recall the Zander... do tell! |
Re: Babylon 5 Mod
Val: zipping what I have in DOGA and the race style for the Dilgar. No designcreation or research file...yet http://forum.shrapnelgames.com/images/icons/icon12.gif
Do have a general.txt (barebones) and designname file for them The darn group mini's and fleet mini sure are dim... http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: Babylon 5 Mod
Gordon Bennett*, Val: The busty babe/thief http://forum.shrapnelgames.com/images/icons/blush.gif from Crusade who was the sole survivor of her race due to Drakh plague, until they found a colony on some world; unfortunately infected by EA covert ops? The one with the golden eyes. http://forum.shrapnelgames.com/images/icons/tongue.gif
Have bmp's of Lumati, Moradi, Golian (you have?),Zander and Children of time (good for slaves...?) http://forum.shrapnelgames.com/images/icons/icon10.gif .33 was very good.. sorry.. http://forum.shrapnelgames.com/images/icons/icon12.gif * http://phrases.shu.ac.uk/meanings/164200.html also http://b5ccg.mahasamatman.com/Crusade/Gallery/?043 ..Time for bed. http://forum.shrapnelgames.com/images/icons/icon6.gif [ November 07, 2002, 05:18: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Val,
1.49.33 Version, In my prevent game, the Narn have been at war the Shadows since the get-go. The Shadows ships now have Molecular weapons since turn 110. Just fought off a single ship to ship action with a Shadow frigate that had two light molecular slicer beam, class one. The light molecular slicer beam, class one, has a range of nine, hitting power of 76 at that range, rate of fire of one and its skips armor too. This should provide some interesting future battles for me. I think, I need to take them out before they overrun me. 1.49.33 B5 mod is very enjoyable, thanks to everyone for they hard effort in improving this mod. Lighthorse |
Re: Babylon 5 Mod
Lighthorse
Have to let us know how that one plays out! Glad you are enjoying it. Hoping the PBW goes half as well http://forum.shrapnelgames.com/images/icons/icon12.gif Nomor Doh! I had forgotten about her race. I think her race can rate Neutral status, as I don't think we have enough info for a shipset http://forum.shrapnelgames.com/images/icons/icon12.gif I do have pics of Golians, Lumati, Children of Time, Moradi (though I could use a better pic for the Lumati and Moradi). I do need the Zander. More so, I need the general history stuff you somehow come up with! Would love to get the Cascor as well. Any other races u can think of that we have missed? What are you sorry about? Good links! PF Here is a sample of the Brakiri retexture so far: Brakiri_Test.bmp S'ok? Gaim and Pakmara are totally done. Just got your Dilgar stuff, nice! Working on Abbai and Raiders next. [ November 07, 2002, 07:24: Message edited by: Val ] |
Re: Babylon 5 Mod
PF
Had to post again - the Dilgar.... FANTASTIC!! Haven't ported them over to my main PC (better color and stuff) but they look incredible so far. Nice job texturing and coloring as well http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Val: Wow, excellent on the Brakiri! Glad ya like the Dilgar...
Doh! Misspelled Dilgar in the fleet portrait pic http://forum.shrapnelgames.com/images/icons/blush.gif The mini's are kinda hard to see.... Also, I must have been half-asleep....left out the colonyship and transports http://forum.shrapnelgames.com/image...s/rolleyes.gif [ November 07, 2002, 11:45: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
PF
Just took what you gave me and played with the textures. They are not an easy bunch. Right now just trying to spit everything out and will go back to revisit some of the models after all is done http://forum.shrapnelgames.com/images/icons/icon7.gif Timstone If u want to try your hand, feel free. Right now I don't have orders for components, but I will be needing some soon http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
Current Game :
I'm experiemnting with 20 players in a small B5 galaxy - I started next door to the Vorlons who have proceeded to make my life difficult. The turn after meeting they blew every orbital structure I'd constructed to bits and declared war. It wasn't until I managed to get a few satellites with Medium BLast Cannons up that they stopped entering my homeworld's space. Every attempt at expansion has been destroyed by either the Vorlons, Grome or Yolu (all of them declared war as soon as meeting me). At least my Homeworld is pretty much impentrable by now (to the AI anyway) even if I can't get anywhere else: 100 Large Sat sarrying large mount Particle Concentrators (in process of starting construction of Massive Sats carrying 2 Particle Concentrators) 4 Space Stations with Space Yards and Packet Torpedoes 3 Relay Stations with mixed Particle Concentrators and Packet Torpedoes 3 Star Bases each mounting 10 Particle Concentrators A constantly changing number of Frigates mounting Particle Concentrators and Gaim Boarding Parties - I keep sending them off to try to capture passing ships, usually with heavy losses. Haven't relly captured much worth talking about either (a couple of levels of plasma, 1 level of laser, couple levels of ship construction - all the Groups with juicy weapons are either Allies or have those shield generating armors) |
Re: Babylon 5 Mod
Looking for a volunteer with time on their hands.
Who is interested in updating 1.49.33's data and AI files to Gold? Also, working on a credits Readme, so send me a PM (cause I know some of y'all are modest) or an e*mail (B5Mod@yahoo.com) 'reminding' me of your contributions - this includes playtesting in the PBW, recording research trees, pics, desriptions, shipsets, and so forth! I have a pretty long file, but want to make sure I haven't missed anyone. One other note - we just hit a year old a few days ago! We've come quite a long way from the original... AGeotz Good to see they are giving you a run for your money. How are the AI ships so far? |
Re: Babylon 5 Mod
Val: Unless you (or someone else) objects, I'll use civilian ships for the Dilgar small and medium transports (using a refuleing barge as the large transport) and colony ship. Dilgar stuff just doesn't show what their logistics train looked like except for that barge.
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Re: Babylon 5 Mod
Not a prob!
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Re: Babylon 5 Mod
will this list include us play testers who tell you where all the bugs are and go throught the back breaking constant work of playing such a good mod over and over again until we realise it's 4 in the morning and we haven't been out for 7 weeks! http://forum.shrapnelgames.com/images/icons/icon10.gif
The reminders we give you, such as... i don't know... of the top of my head... the fact that pulse weapons STILL havent been changed.... it's just somthing that sprung to mind... purely by chance... http://forum.shrapnelgames.com/images/icons/icon12.gif not that i'm fanatic about it or anything. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Babylon 5 Mod
Val: updated Dilgar DOGA & Racestyle/shipset sent via B5 e-mail http://forum.shrapnelgames.com/images/icons/icon12.gif
I still am mystified why the mini's are so bLasted dark http://forum.shrapnelgames.com/image...s/confused.gif Oh... uhm...next? http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 08, 2002, 00:33: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val: I can do a SIMPLE shipset. I haven't done anything like it before.
But I've thought it over and I think my talents (limited, unfortunatley) would be better used making components and the like. When I recieved my order of books from AoG I'll think it over (regarding the shipsets). So any component wishes and pics are welcoms. I receive orders/requests from anyone. |
Re: Babylon 5 Mod
Val: All my searches for Cascor end up as AoG related info. and mainly refer to their ship designs. http://forum.shrapnelgames.com/images/icons/icon9.gif
I'm going to have to rely on your AoG books source if you have any info that can be made into a history. http://forum.shrapnelgames.com/image...s/rolleyes.gif I've been awaiting the arrival of the DVD B5 series one, which supposedly has an Aliens extras section which may have usable stuff on the Hurr and a few others, but the Cascor are an AoG development I think? http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif Time for bed.. http://forum.shrapnelgames.com/images/icons/icon10.gif [ November 08, 2002, 01:05: Message edited by: Nomor ] |
Re: Babylon 5 Mod
Other than a few odd suggestions here and there, all I've really done is complain about the ancient reactors, and compiled a nice Formations.txt file to use instead of the normal one. http://forum.shrapnelgames.com/images/icons/icon12.gif
Does any work need to be done on the systems/quadrants for the mod? I could offer some there if it is needed. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
re : the AIs ship designs in my current game.
The AI is on Medium Bonus The Vorlons are using Fission engines instead of their Ancient Gravitic engines, but no other complaint - they can certainly beat my designs weight for weight on Strategic Combat. They are the only ones I've seen with advanced armor (and they had it quick too, before I got Boarding Parties researched and built). No Self-Destruct devices though so if I had of gotten there earlier http://forum.shrapnelgames.com/images/icons/icon7.gif Havn't paid any attention to their generators so I don't know what they are using. The Grome and Yolu designs however are pretty poor in terms of their weapon loadout. I'm limited to just my Homeworld (+ treaties) and I'm packing Particle Concentrator VIIs, while the highest tech weapon I've seen on them are Medium Laser Is and Particle Cannon IVs. I'll have a look at the enemy ship list when I get home - with all these Partnership treaties, that should be a faily comprehensive listing of most of the AIs' near state-of-the-art designs. |
Re: Babylon 5 Mod
AGoetz: Yeah, I haven't/didn't put too much time/effort into the default AI research file http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif
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Re: Babylon 5 Mod
Jamorobo
I'll put in a special line just for Pulse Weapon reminders http://forum.shrapnelgames.com/images/icons/icon12.gif All playtesters should send in their names to remind me to include them, especially the quite ones - like Heman. PF I'll lighten up the mini's 4 you, probably a lighting issue. Next? How about the Cascor? Wonderfully curvy ships. Or the Yolu? Nomor I have the AoG source stuff for them, I can type 'em in http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks for the tireless effort though! I'm still waiting for my DVD set too... IF I would love to use your extra formations, send 'em on over. I can use some help with the systems and quadrants, let me find my notes on what I was going to do and I will give ya a holler! |
Re: Babylon 5 Mod
Ok, I'll ignore AIs using the default design file and try to steal only from those with specific files. After all, what's the point of having the best baording parties if there is never anything worth capturing?
I did capture one Vorlon ship - but got nothing useful out of it as I had to almost kill it in order to get that fancy armor out of the way so that I could board. That would have been impossible in Stratgic combat (did you know that ships with Board tactics, when faced with shields, will run for the corners. Wimps, that's why I gave them guns as well, they should shoot those shields down). So players, your best tactics against boarders (ie Gaim) is to rush for the Passive armor techs - it's better than Security stations and Self Destruct Devices. |
Re: Babylon 5 Mod
Cascor then, followed by Yolu http://forum.shrapnelgames.com/images/icons/icon12.gif shipsets only I guess. I'll whip up designcreation and research for the Dilgar, though they should just need souped up default ones http://forum.shrapnelgames.com/images/icons/icon12.gif
Militaries of the League 2 has some history of the Cascor in it... gonna use a different color for the Cascor...sick of green http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 08, 2002, 03:24: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Don't forget to research the nasty anti-planet stuff they are famous for - like Mass Drivers, Plague Bombs and the like. They are not kind customers.
The universe is about to get nastier http://forum.shrapnelgames.com/images/icons/icon12.gif Looking forward to Cascor and Yolu... where do u find the time! BTW - How was the trip? |
Re: Babylon 5 Mod
Val: Oh yeah, they gonna research planetary weapons and bio-weapons EARLY! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Time? From 8:30PM until....I do SEIV stuff...also kid was sick earlier this week, so I had time when not tending to her...easy for me to get off *shrug*... Already got Cascor battlecruiser, destroyer, frigate and carrier done. DOGA makes the basics easy.... [ November 08, 2002, 04:51: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Come to think of it, I don't think I've seen a single AI ship equipped with planetary weapons - and as I'm an more interested in stealing colonies I don't tend to get them either.
In a real game, just how many troops are normal to find on a planet? |
Re: Babylon 5 Mod
Val:
They aren't my formations, I gathered them from other mods. And, they are already in the B5 Mod. http://forum.shrapnelgames.com/images/icons/icon7.gif I got you to put them in there near the beginning of the mod. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Babylon 5 Mod
Val: I'm interessed in the convert from Regular to Gold, but I don't know how. If soemone could help me, I'm willing to give it a try.
Also a little question. I know that PF already asked about it. What the heck should I do with those derelict ships?! I've colonised them, but then nothing happens. What should I do? And how should I do it? Does anyone has pic of a sensor array. I'm going to make some component pics of sensors and the like, but I don't have any reference material, could someone provide me a few pics? |
Re: Babylon 5 Mod
Timstone: The derelicts are just like a ruins planet. Some of them give up techs. A lot of them don't do anything except maybe announce your races claim to a system after being colonized http://forum.shrapnelgames.com/images/icons/icon12.gif
AGoetz: Most I have seem are bout 50 or so IIRC. AI puts most of its infantry on ships and invades http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 08, 2002, 11:41: Message edited by: pathfinder ] |
Re: Babylon 5 Mod
Val/Nomor: I got my DVD's monday http://forum.shrapnelgames.com/images/icons/tongue.gif If you tell me what you need I'll look for them when I get home. IIRC their sperding the bouns stuff across all of the DVD sets. But I think your right that the Alien stuff is in the first box.
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Re: Babylon 5 Mod
PF
Incredible... Yeah, will be nice to see some cold hearted killers cruising the galaxy. I'm going to work on some of the other AI file aspects for the various races for .35, try to improve the racial 'style' for each (ie - make the Abbai friendlier, the Dilgar more conquest oriented, etc) IF doh (slaps head)! See, this is why I needed the reminders! Timstone I think there is a thread about converting to Gold. Someone had a link in their signature too about that... anyone else remember? Nomor might be able to find you a B5 style sensor array, he works miracles! Derelict Ships (found as planets) (As PF has said) They are just like planets, only difference is that there is a better chance that they will have some sort of ruins tech on them. Only way to find out is to colonize them and see if you find anything. After u have, I would suggest abandoning it if it is off the beaten track. Dead Meat (Very jealous) How 'bout telling us about some of the lovely bonuses in the set? Nomor can tell you what races he is working on and needs info for http://forum.shrapnelgames.com/images/icons/icon7.gif |
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