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

pathfinder November 9th, 2002 02:21 AM

Re: Babylon 5 Mod
 
Any race pics for the Cascor?

Almost done with the shipset: fighters, mines and the group pics left to be done.

Fyron November 9th, 2002 03:37 AM

Re: Babylon 5 Mod
 
Val:
Of course, I have a new formations file all set up that stole the formations from the 1.78 Version of the TDM mod. These formations have a bunch of extra spots in the back, so that extra ships aren't scattered randomly over the map. http://forum.shrapnelgames.com/images/icons/icon12.gif

Val November 9th, 2002 03:46 AM

Re: Babylon 5 Mod
 
IF
Send 'em on over!

PF
Nope, no pics. Maybe I'll try my hand at poser again and try to make one. The description said they were reminiscent of racoon people, oy ! http://forum.shrapnelgames.com/images/icons/icon7.gif

Not much of a 1000th post, but hey...

pathfinder November 9th, 2002 04:04 AM

Re: Babylon 5 Mod
 
Racoon people *evil grin* okies....

UPDATE: Militaries 2 says not really racoon-like (no mask or ringed tail). So I "borrowed" an image from Morrowind (I have it and the editor) to use as a place-holder.

Shipset is done (I thimk).

[ November 09, 2002, 02:50: Message edited by: pathfinder ]

tesco samoa November 9th, 2002 04:53 AM

Re: Babylon 5 Mod
 
Val for the Upcoming game.

Which files do i need.

Please list all of them

pathfinder November 9th, 2002 04:58 AM

Re: Babylon 5 Mod
 
Val: Cascor e-mailed to ya http://forum.shrapnelgames.com/images/icons/icon12.gif

Timstone: capnq is the one with the non-gold to gold conVersion instructions.

They are:

How to patch a pre-Gold AI to work with Gold:

1. Pick an existing Gold race which you want the new race to act like.

2. Open the Gold race's <race>_AI_Settings.txt

3. Highlight and copy the lines from

"Ships don't move through minefields := <true/false>"

to

"Maximum Anti-Planet Drone Target System Distance := <number>"

4. Open the new race's <race>_AI_Settings.txt

5. Paste the copied text after

"Personality Group := <number>"

6. Save the file.

7. Open the Gold race's <race>_AI_Fleets.txt

8. Highlight and copy the line

"Percentage of Fleets to use for defense := <number>"

9. Open the new race's <race>_AI_Fleets.txt

10. Paste the copied text after

"Fleets Default Strategy := <strategy>"

11. Save the file.

12. If the new race has a <race>_AI_Strategies.txt file, open the Gold race's <race>_AI_Strategies.txt . If the Gold race doesn't have a Strategies file, open the Default_AI_Strategies.txt file from the Ai folder.

13. Highlight and copy the lines from

"Name := Drone Attack"

to

"Break Formation Drones := <true/false>"

14. Open the new race's <race>_AI_Strategies.txt

15. Paste the copied text after the Last

"Break Formation Drones := <true/false>"

entry.

16. Save the file.

17. The new race is now Gold compatible. (Note that by "compatible", I mean the race won't produce all those error Messages; this patch will /not/ teach the AI to research drones.)

[ November 09, 2002, 04:15: Message edited by: pathfinder ]

Lighthorse November 9th, 2002 06:16 AM

Re: Babylon 5 Mod
 
Val,

Finally overrunned the Shadow home world, but lost a third of the Narn's fleet to do it. Now fighting against everyone else, since the Narn now are way ahead in the victory score department. The Vorlon are pretty rough customer. Tried surprise attack against they home world, but I was the one surprised by 500 fighters. Excellent fighter weapon those organic lighting guns, range 4, hitting power in the range 4.
The other computer empire have problem with very poorly designed ships (armed with matter guns), speeds of two or three and next to nothing weapons. I checked what they were researching, some of the research items really were strange stuff. You may want to redesigned what they research areas, to propulsion, racial weapon and technology first, until they got good some racial weapons and speed. then switched it to other research fields.
I would be happy to assist, but it take me about a 2 weeks of playing two to three hours a night for play test a new race, up to hundred turns plus.
So instead playing each race, would it be easlier to set new research guideline for all AI empires. Research they own racial technology first, then racial weapon(s) to a effective level, increase propulsion, plus fighters, mines and ground vehicles.
That should stenghten their combat ability against human's players.

My two cent worth
Lighthorse

[ November 09, 2002, 23:16: Message edited by: Lighthorse ]

pathfinder November 9th, 2002 06:20 AM

Re: Babylon 5 Mod
 
Lighthorse: Which races are behind the research power curve? Some simply do not have any special racial techs.

Val November 9th, 2002 08:43 AM

Re: Babylon 5 Mod
 
Lighthorse
We probably should work a little on updating the generic AI, as a sort of springboard for future AIs.

Glad to hear PFs AIs are proving challenging, rather shocked you were able to take the Shadow homeworld, they are pretty tough hombres!

Tesco
The majority of what you need can be downloaded at Rambie's website (first link in my signature). Then you need the next 3 updates (also all found in my signature). When I release .34, I will also go back and recreate the Core Mod, Data 1.49 & Shipset main files, just to be sure it is all in there.

PF
Thanks! Between you and Simon I can get almost a new race each night http://forum.shrapnelgames.com/images/icons/icon12.gif

I am having a slight problem with the Dilgar DoGA files. The front 'fork' and some other pieces don't appear to be in my part catalog, do u have the zip for those extra parts still?

Working on the Abbai and having a nightmare of a time getting them to look right. Stuck with your purplish color, at least they'll be easy to spot http://forum.shrapnelgames.com/images/icons/icon7.gif

Cascor -
Anybody up for making a pic of a human/racoon mix (sans the bandit mask) ?

Fyron November 9th, 2002 09:04 AM

Re: Babylon 5 Mod
 
Val:
Formations have been emailed to you.

Dead Meat November 9th, 2002 10:59 AM

Re: Babylon 5 Mod
 
B5 DVD includes 6 DVDs....... If you want to be suprised don't read any more.....
.
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.
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Disks 1, 4, & 6 have the goodies. With 6 being the keeper. I havn't looked at 1 & 4 yet. But from what I have seen of disk 6 fills me with a warm feeling all over.....er sorry. Theirs a Series Introduction and 2 commentaries on key episodes by J. M. Straczynski. I havn't seen them yet. And i'm not going to tell you the episodes either.

Like I said, disk 6 has the bonus materials (which is where i headed first http://forum.shrapnelgames.com/images/icons/icon7.gif ) It has The Making of B5 Vintage Documentary, Back to B5 New Documentary, The Universe of B5, and a Virtual Station Tour (under Universe of B5). The first two i'm not going to tell you about. But I did go over the Universe of B5. Its nice, theirs some "new" info, but most is stuff taken from the shows. The Universe of B5 has 4 Groups:

1) Data Files - info about orgnizations,events, and a importan battle, and the Shadow (more on them in a bit).

2)Station Tour - info about parts of the station (duh)

3)Personnel Files - Info about the main people both station personal and Diplomats. Dose include Kosh's Last name (which i did not know he had one).

4)Tech Files - Info on ships; EA, Aliens Raiders, Jump Gates, and starfurys.

All of the Universe of B5 files are about 1 minute long and very general. They show both live footage and Computer Graphics. The live stuff looked abit fuzzy and grainy but thats to be expected. Note that it does look better than the first B5 DVD that came out. The Computer stuff looked sharp. (I'm on a LCD screen for my PC so that adds to some bluring). Their are also some small bug if its played on a PC.

Now, I did find something very intresting about the shadows which has to relate to the topic that we had 2 weeks ago. You remember the one? Its the lovely topic of weither or not the shadow can cloak or not. Well, the info about the shadows didn't go into great amount of detail (showed them kicking butt alot though http://forum.shrapnelgames.com/images/icons/icon7.gif ) but she (the speaker) said that the "shadows have stealth techology to hide them till they attack". As she was saying this we are shown various shadow battle crabs "uncloaking" and shooting. Does this prove that they can cloak? I don't know, but its another log on the fire. (Did i mention they where kicking butt?) http://forum.shrapnelgames.com/images/icons/icon7.gif

Well thats the short Version of it. I didn't want to give all of the stuff away. If you want to know more let me know.

Lighthorse November 10th, 2002 01:37 AM

Re: Babylon 5 Mod
 
Pathfinder,

There were only six other races left in my present game, turn 190. I'm checked each one and found the following;
Centaui and EA have not yet started on any of they racial technologys. Start both of them researching they rscials tech's.

Same for League of Nonaligned Worlds. Start the league researching Abbai and Drazi tiny and light weapons, populsion, ship const., etc.

Technomage Brotherhood had NO RESEARCH Centers at all, there no helping them.

Minbari Federation needed only a littlie assistance to directed they research to molecular weapon and heavy Minbari weapons.

Vorlon already have they racial weapon, but what they really needed was research B5 Ancient tech fir rock colony and colony ships. and finished Electromagnatic weapon.

Lighthorse

pathfinder November 10th, 2002 02:21 AM

Re: Babylon 5 Mod
 
Val: I'll zip those files up and e-mail them shortly. They are from the Nishino-parts...still don't remember where I got them.

Oh and one more thang....could you list the ancient techs that show up in ruins so I can put them into the research files http://forum.shrapnelgames.com/images/icons/icon12.gif

Abbai: oops, that purpl-ish was a gel-looking overlay on one of the frigates...what other color were you trying to get. Maybe I can switch it then send to you for tyding up..

http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif I goofed up the Cascor troopinfantry pics...you want the fix? They were just placeholder ones....

[ November 09, 2002, 12:46: Message edited by: pathfinder ]

pathfinder November 10th, 2002 02:30 AM

Re: Babylon 5 Mod
 
Oh...where does one get this dvd set http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder November 10th, 2002 02:37 AM

Re: Babylon 5 Mod
 
Lighthorse: Odd, I start both the Centauri race weapons very early (within first 10 techs to research. EA lasers and pulse take awhile (but NOT 190 turns!) to get those going but they should have at least the first level or 3 of them by turn 190...

and I have NOT touched the LNAW....with so many races techs I did not know where to start...

[ November 10, 2002, 00:38: Message edited by: pathfinder ]

Dead Meat November 10th, 2002 03:07 AM

Re: Babylon 5 Mod
 
PF: I got mine Online (per-ordered) But they should be in store where ever good DVD's are found http://forum.shrapnelgames.com/images/icons/icon12.gif . Cost is about $75 to $95.

Nomor November 10th, 2002 07:10 AM

Re: Babylon 5 Mod
 
Deadmeat: I just want to check the DVD alien info against the descriptions done for the mod, however it would be nice if their was a better picture for the Hurr portrait.

Timestone:: These links take you to ship board scanning shots, all Minbari, but not I think what you wanted. There is a better picture of the Minbari Scanner from the Council chamber that I sent to Val, he might be able to post it, the link is no longer available. http://forum.shrapnelgames.com/images/icons/icon9.gif

I don't really think there are any shots of sensor arrays, but if you can think of an episode where you saw one I might get lucky. It may be possible to get something from the DVD extras at a latter stage if they do a technology feature.

What exactly are you looking for, ship component or land based Radar type thingy? If the latter then the web should have plenty of pictures under Radio Telescope searches. http://forum.shrapnelgames.com/image...s/rolleyes.gif

http://b5ccg.mahasamatman.com/GreatWar/Gallery/?062 Minbari looking into headsup display.

http://b5ccg.mahasamatman.com/PsiCorps/Gallery/?039 Part of Minbari Scanner above council head.

Val: Just had my first RCE at 2449.1 or turn # 491 http://forum.shrapnelgames.com/images/icons/icon8.gif , not bad, don't know what caused it, but have the save game at turn 490. http://forum.shrapnelgames.com/images/icons/icon10.gif Played EA quickstart game.

It looks like the R2 DVD is cheaper in the UK. http://forum.shrapnelgames.com/images/icons/tongue.gif $75 x 5 series... ouch! http://forum.shrapnelgames.com/images/icons/shock.gif

[ November 10, 2002, 05:21: Message edited by: Nomor ]

Lighthorse November 10th, 2002 07:24 AM

Re: Babylon 5 Mod
 
Pathfinder,

Odd, I start both the Centauri race weapons very early (within first 10 techs to research. EA lasers and pulse take awhile (but NOT 190 turns!) to get those going but they should have at least the first level or 3 of them by turn 190

This is what Centauri have by turn 190 for weapons;
Centauri Med and Heavy weapons
Most of the general weapon
Ballistic weapon Lv1
Plasma Lv5
PD lv1
Particle Lv2
Explosive WH Lv1
Matter Lv1
Smaller Lv1
Laser Lv1
Armor Lv1

I redirected they research to additional levels of Ballistic weapons, Last level for Centauri racial technology, Ship construction, propulsion, to name a few.
I thought the Centauri weren't developing they racial technology and research far enought by turn 190, that all. If you designed PF, I supported your effort 100%. I was only trying to point out what I thought was a weakest in the AI research that all.
I am trying to assist your effort by play testing the AI, since I can not help program it. For I'm do not know to program, period.

Lighthorse

pathfinder November 10th, 2002 07:39 AM

Re: Babylon 5 Mod
 
NP Lighthorse, I appreciate the input. I was just surprised the EA and Centauri were that far back so to speak.

I guess my own style shows through in AI research design. I go for a balance of weapons/ship research with infrastructure. I usually run out of stuff early on in "vanilla" SEIV, so I take a "conservative" approach.

[ November 10, 2002, 05:42: Message edited by: pathfinder ]

Timstone November 10th, 2002 01:05 PM

Re: Babylon 5 Mod
 
Nomor: Thanks for the links. I really meant a shipbased scannerdevice. But the minbari scanner can be used for the telepatic scanner thingie. Most usefull. Yes, yes, there's a idea growing in my mind. Hope it will work out.

So, if someone can give a pic of some shipbased scanners of radar devices, please post me.

Val November 10th, 2002 05:09 PM

Re: Babylon 5 Mod
 
Dead Meat
I'd say that has the strongest possibility of getting the cloaking device into the game http://forum.shrapnelgames.com/images/icons/icon12.gif

PF
Thanks for the parts!
On the Abbai - no, kinda liked the purple, using it for the whole set for continuity.
You can do the Cascor if you like, time is limited due to yet another project http://forum.shrapnelgames.com/images/icons/icon12.gif
For the LNAW, I wouldn't worry too much yet, could just copy the Drazi set into them. Ultimately we can do something more detailed, but I would say they are a lower priority. We can ask Tesco to keep track of how his research goes in the PBW.

Lighthorse
The Vorlons (and any other ancients) should not research B5 Ancients Tech or Rock Colony, those are just left in there so a game could be played with all Ancients. In a standard game the Ancients shouldn't be colonizing.
Not sure what's up with the Technomages, could be that I posted an older AI General - they should currently have Technomage Race and B5 Nomadic Race.

Timstone
I will find the scanner shot Nomor sent me, have to look through a couple hundred pics to find it http://forum.shrapnelgames.com/images/icons/icon12.gif

Nomor
Try to let us know what the RCE is if you find it, else send it on over, seems like most of the recent RCEs have been from Full Tech games - guess it confuses the poor AI with too many choices http://forum.shrapnelgames.com/images/icons/icon7.gif
How much cheaper over there?

Ancient/Ruins Techs:
Cure For Nano-Plague
Great Machine
Ship Automation
Stellar Balancer
Ancient Neurotech
Ancient Atmospheric Adjuster
Unique Ship Class
Universal Colonizer

Nomor November 11th, 2002 12:38 AM

Re: Babylon 5 Mod
 
Val: You have mail. I'm a bit http://forum.shrapnelgames.com/image...s/confused.gif confused over Moradi/Marata and Maratti, are they all the same? See links below...

http://www.isnnews.net/crusade/episode_guide/101.shtml reference to Moradi? (3rd Last paragraph)

"All the main guest stars (the three Moradi) gave wonderful performances here, definitely some of the best guest appearances so far in Crusade. "

http://www.tvtome.com/tvtome/servlet...y/showid-1526/ go to The Needs of Earth, episode 11 http://forum.shrapnelgames.com/image...s/rolleyes.gif

Compare with info on card? http://b5ccg.mahasamatman.com/Crusade/Gallery/?101 http://forum.shrapnelgames.com/image...s/confused.gif

Minbari Scanner is in: bmp's Oct 17 folder. http://forum.shrapnelgames.com/images/icons/icon12.gif

R2 Babylon 5 series one is http://forum.shrapnelgames.com/images/icons/icon10.gif £33.99 incl. post or approx $54.00, but you might have to pay postage? http://forum.shrapnelgames.com/images/icons/icon9.gif

[ November 10, 2002, 23:11: Message edited by: Nomor ]

Val November 11th, 2002 05:16 AM

Re: Babylon 5 Mod
 
Getting all the mail now http://forum.shrapnelgames.com/images/icons/icon7.gif

The pic from the card game (of the Marta) looks a whole look like a Moradi. Maybe it's a case where the homeworld has a different name than the race - or it's (more likely) a Moradi colony.

Lighthorse November 11th, 2002 07:02 AM

Re: Babylon 5 Mod
 
R2 Babylon 5 series one is £33.99 incl. post or approx $54.00, but you might have to pay postage
Costco is now carrying Babylon 5 first series in DVD, for $59.95. For those of you who may live near a Costco store. Remember its a great X-mas present.

Lighthorse

Dead Meat November 11th, 2002 09:26 AM

Re: Babylon 5 Mod
 
Nomor: I don't remember seeing anything about the Hurr. I'll look more, maybe i can get a screen from it if they do have something on them. In Alien info on the DVD just highlights some of the diffrent races, not much detail.

Val November 11th, 2002 07:01 PM

Re: Babylon 5 Mod
 
PF
Tried to E*Mail you the Pakmara, Abbai and Gaim, but was returned. Will post here instead, unless you have a different idea http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder November 11th, 2002 07:27 PM

Re: Babylon 5 Mod
 
probably file size limit....

try harryb1@comcast.net otherwise just post in the shipset forum and let me know....

Val November 11th, 2002 07:52 PM

Re: Babylon 5 Mod
 
Will do, though (stupid me) I brought in the wrong CD today and it will have to wait until this evening for me to post on my slow 'ol modem conection...

I mostly wanted your opinion on the Abbai, cause I changed them a bit more than the other two.

Also, I'm talking to Mark about doing a racial pic for the Cascor (he did a great pic of a Leonine for Geoschmo), so we may have something original there http://forum.shrapnelgames.com/images/icons/icon7.gif

.34 looks to be mostly a shipset upgrade (and fixes a few typos).

Timstone November 11th, 2002 10:36 PM

Re: Babylon 5 Mod
 
Val: could you send me the pic Nomor refers to?

Val November 11th, 2002 10:41 PM

Re: Babylon 5 Mod
 
Still have to find it. I even recall what it looked like, just not sure where it wound up!

pathfinder November 11th, 2002 10:49 PM

Re: Babylon 5 Mod
 
Val: Kewl, can't wait to see what ya done!

Timstone November 12th, 2002 12:00 AM

Re: Babylon 5 Mod
 
Hahaha... glad you aren't a librarian. http://forum.shrapnelgames.com/images/icons/icon10.gif

Nomor November 12th, 2002 12:22 AM

Re: Babylon 5 Mod
 
Val: Just figured why the Abbai keep loading up as various races! There is no Abbai_Main.bmp in their folder. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

I've resent you the Moradi. http://forum.shrapnelgames.com/images/icons/icon6.gif Any time frame on the .34 update... http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

PF: Have you seen this link? May be useful for DOGA ship modelling. Based on AoG models. http://forum.shrapnelgames.com/images/icons/icon12.gif
http://hyperion.mystarship.com/b5w/league/league.htm http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Check out the Abbai.

[ November 12, 2002, 02:18: Message edited by: Nomor ]

Timstone November 12th, 2002 07:22 PM

Re: Babylon 5 Mod
 
Yehaa! I've got my DVD's!!! Alrighty then! Now I finaly have the material to make a proper WP opening and closing together with a flood of other nice pics for the mod. Ohh... maybe even a nice scanner pic around there... http://forum.shrapnelgames.com/images/icons/icon10.gif

Val November 12th, 2002 08:46 PM

Re: Babylon 5 Mod
 
Timstone
Still searching, good thing lives don't depend on this!

Looking forward to the updated Gates - not to mention more screen shots http://forum.shrapnelgames.com/images/icons/icon7.gif

PF
Sent them to that address, let me know if/when u get them.

Nomor
Funny thing is I used almost the same color scheme on the Bimith - the purple and grey, but seeing them more three dimensionally will help quite a bit! Mine are close, but more from an outline perspective. Here is what I 'touched up' from PF so far (plus the Abbai_Main):

AbbaiShips.zip

pathfinder November 13th, 2002 01:20 AM

Re: Babylon 5 Mod
 
Val: http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif Outlook Express blocked the attachment. I have re-set OE but http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Sorry...

Val November 13th, 2002 02:08 AM

Re: Babylon 5 Mod
 
Resending:)

pathfinder November 13th, 2002 03:19 AM

Re: Babylon 5 Mod
 
Val: Got it. I especially like the Pak'Ma'Ra http://forum.shrapnelgames.com/images/icons/icon12.gif

The Abbai and Gaim look good but the Pak are especially well done IMHO.

Nomor: I also used both the pics from AoG website and the books to try and do a DOGA http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 13, 2002, 01:20: Message edited by: pathfinder ]

pathfinder November 13th, 2002 04:51 AM

Re: Babylon 5 Mod
 
*scratches head*
been looking at Centauri research.txt and see no big reason for slow racial research other than both EA and Centauri have multiple areas to research for racial "specialty" which have some "expensive" or bit longer basic research trails to get there...

IE Centauri have lasers (physics 2), ionic and plasma (physics 1). Also have ballistics to research (for ion torpedoes, each level of IT requires additional level of bOTH ionic weapond AND ballistics before being available IIRC). PD requires Military science then PD be researched.

I based racial weapons required on both the tech area.txt file (and what has racial advanced and the books from AoG as what weapons each race has on its ships)

Just to let ya know I at least did basic research before building the research file(s).

[ November 13, 2002, 02:57: Message edited by: pathfinder ]

Val November 13th, 2002 05:35 AM

Re: Babylon 5 Mod
 
PF
Happy to hear you approve, especially the Pak http://forum.shrapnelgames.com/images/icons/icon12.gif

Any changes you want me to make, don't approve of?

Maybe in the cases of EA and Centauri (and other similar ones) we should have them research one line (like particle weapons) early on to get the basics out there and then research the others later than normal.

Working on Abbai a bit more tonight, though I did get the B5 Collection in the mail today, so I am not sure how long I can hold out http://forum.shrapnelgames.com/images/icons/icon12.gif To make matters worse, the new LoTR boxed set came out and Star Wars II... I will get no sleep this week...

Nomor
Above may slow down .34 release http://forum.shrapnelgames.com/images/icons/icon12.gif I am done with 2.75 of the 9 races PF sent me (though I think the Dilgar require almost no work other than the minis). I'll endeavor to get this done as quick as possible, but I would really like to include them all in one shot.

All PBW
So, when do we start!!

AGoetz November 13th, 2002 08:15 AM

Re: Babylon 5 Mod
 
Trying to load the test start game and failing :-

I've reinstalled SEIV
Applied the 1.49 Patch
Added B5ModCore
Added B5ModData
Added 31Patch
Added 32Patch
Added 33Patch

What else should I add to this in order to get a successful load of the test save file?

pathfinder November 13th, 2002 01:28 PM

Re: Babylon 5 Mod
 
Val: Naw, they all look great to me http://forum.shrapnelgames.com/images/icons/icon10.gif . Wouldn't change a thing...

Hmmm...guess I'll try and load that test game to night...

EA Should be ballistics (fewer things to research, though I like (despite maintenance costs) the laser/pulse combo http://forum.shrapnelgames.com/images/icons/icon10.gif ) Centauri should either be Ion or laser weapons (longer range). Just my opinion. Others?

[ November 13, 2002, 11:40: Message edited by: pathfinder ]

Val November 13th, 2002 05:39 PM

Re: Babylon 5 Mod
 
EA uses a lot of Particle Cannons too, might be a good general area.

Haven't run the test on my new PC yet. Will do it tonight!

CombatSquirrel November 13th, 2002 05:44 PM

Re: Babylon 5 Mod
 
B5 team,

I'm just starting to poke around in the B5 files (always trying to learn), and I notice that in Settings.txt, your population modifiers have an interesting feature. Your Production Modifier Percent steadily climbs as population rises until it plateaus at 225% with a population of about 600, and then slowly decreases until it flatlines at 100% 'round 'bout 1900 population. SY Rate Modifier Percent shows a slower growth, hits 100% 'bout the same time the Production Modifier tanks at 100%, but is always progressively increasing to the end of the cycle.

This is obviously a carefully designed feature, but I don't recognize what it is supposed to simulate.

CombatSquirrel

Fyron November 13th, 2002 10:32 PM

Re: Babylon 5 Mod
 
It represents the fact that the more people there are on a planet, the more the planet gets paved over for housing and such. There is less room for mines, farms, etc.

pathfinder November 14th, 2002 01:02 AM

Re: Babylon 5 Mod
 
IF: What folder do I put the test game file (for the PBW)? I never played pBW before.... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif

pathfinder November 14th, 2002 01:04 AM

Re: Babylon 5 Mod
 
Val: Lighthorses comments were on racial weapons not being developed soon enuf....(as were 1-2 other players)....those folks want the AI racial weapons developed sooner than later IIRC. In several cases will be difficult, not impossible but...

The only way (maybe) to speed it up is put a larger % of the available research points in those techs (kept all at 25%).

[ November 13, 2002, 23:05: Message edited by: pathfinder ]

Fyron November 14th, 2002 01:24 AM

Re: Babylon 5 Mod
 
Put it in the Savegame folder in the B5 Mod folder.

pathfinder November 14th, 2002 01:25 AM

Re: Babylon 5 Mod
 
Okies...Thanks!

Rats: Invalid data files error message...

[ November 13, 2002, 23:28: Message edited by: pathfinder ]

pathfinder November 14th, 2002 02:59 AM

Re: Babylon 5 Mod
 
Lighthorse: At least one area is no quibble. I found I had only 2 levels of PD researched by EA & Centauri ...DOH! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif

Thanks for that find!


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